Style books

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What the book is, what it replaces in the game's rulebook, and how to read the pictures.

Eventyrland is a game for a young child (pitched at eight to ten, nothing scary), set in a Norwegian fairy-tale land. This book says how it looks: one family look, two sides of a town wall, ten zones, and the rules that keep a new building, character or frame in the picture.

The gate arch seen from inside: honey stone and butter lanterns in the arch, a painted land beyond it.
The seam at a gate. Inside the arch the world is round, warm and blended. Through it the land is tall, cool and painted in strokes. This frame breaks two of our own rules: the guard's spear is sharp, and the ruin outside is gloomier than friendly.

The direction in one paragraph

Inside the town wall is a fairy tale: a storybook village on a sunny day, soft and round. Outside is art: a big painted land with weather and history, brave and a bit wild, still friendly. The wall is a picture frame between them. Ten zones share one family of rules and each sets its own colours, shape and light. Between zones the land changes its mind over about 80 m. Grass and flowers are painted in masses, not drawn blade by blade.

Where the look comes from (Petter's start list): the comics Amuletten (Amulet, Kazu Kibuishi) and Nordlys (Malin Falch), and modern feature CGI. They are split by job:

  • Fortiche's painted brush is the surface outside the wall: three flat tones with hard edges, thin coloured line. Petter's own prompt block stays verbatim.
  • Amulet is the space: layers of air, one huge thing against a tiny figure, simple figures in a rich world, glow as magic.
  • Nordlys is the place and the night: real Norwegian landscape types, fire against a cold night, faces that act.
  • Inside the wall none of the three leads. It is the storybook look of feature animation.

How to read this book

About the pictures

  • Every image here was generated for the book, with its prompt, model and seed recorded. No frame or still from a film or a comic is in it.
  • They are concept paintings, with more detail than the game can draw. Read them for shape, colour, value and staging. gamecam-inside and gamecam-outside are the two frames closest to what the game's camera should show.
  • The girl in the red cape is a stand-in drawn by the prompt. The game's princess is her own model and is not redesigned here.
  • A rule is shown with an image. Where an image breaks a rule, the caption says so, and the text wins.
Today's rule at the game camera, inside the wall: a lane between two cottages with painted doors, flower tubs, a hen, and the wall's gate tower ahead.
Target at the game's camera, inside the wall.
The same camera outside: a birch slope, a small lake hamlet of tarred boathouses, a snow peak, a carved waystone.
Target at the game's camera, outside the wall (Nordalen).

Who owns what

The game's own rulebook, docs/art-direction.md in the Eventyrland repository, stays. This book takes over the look; the rulebook keeps the engine.

This book ownsThe rulebook keeps
The two looks, the palettes, the seam, the zone systemThe paint pass: its steps, strengths and numbers
Characters, creatures, buildings, propsPerformance budgets (iPad, 30 fps) and costs
Grass and flowers as art rulesScripts, the audit, the water rules
Prompt blocks for images and mesh referencesHow the cast-art jobs run (docs/cast-art.md)

Where the two disagree on a look number, this book wins, and the rulebook is updated to match. The changes so far:

Rulebook saidThis book saysWhy
Outside value is "lower and even: most between 0.25 and 0.7"Value is a property of the zone: Sørvika, Nordalen and Fjellet are light, Fjellfoten and Alvheim lowOne value key for everything outside makes the zones alike
Outside palette "muted, cooler bases"Muted holds (mean saturation about 85 % of inside's); cooler does not: Sørmarka and Sørvika are warmThe south is the sun's side
Inside folk 3 heads (chibi), outside folk "1/4 to 1/5 of the height"One design for human folk everywhere: 4.5 heads, stocky, each eye at least 1/5 of the face's width, strong brows (Petter, 2026-10-01). Children 3.5 headsWithout numbers outside folk come back as 5.5-head adults with small eyes. One design also removes a second rig and animation set
No rule on ornamentPainted rosemaling inside, unpainted carving outside, built things onlyAsked for "folk ornament", the model put one red scroll on cairns, boathouses and trees
Skumlinger are "round, black"Deep violet plum #3B2A4F (proposed, see open questions)"No black" already implies it, and they read better against the lilac wood

What is not finished

  • No 3D model is made yet. Seven are queued; the Models page shows the reference images they come from. How the look survives meshing is unjudged.
  • The prompt blocks were run on gpt-image-2.5 and, for a few, on a hosted Krea 2 Turbo. They are not validated on the game's local Krea 2.
  • Nothing here was run through the game itself. Grass and flowers are a design being built in the game now; see grass and flowers.