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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 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
- To make something: read the family rules, then the page for its side of the wall (inside, outside) and the zone page for where it stands. Compose the prompt from the prompt blocks.
- To judge a frame: go to making and judging and run the checklist.
- To brief an agent: pass it brief.md. It holds the rules that matter most in under 150 lines.
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-insideandgamecam-outsideare 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.


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 owns | The rulebook keeps |
|---|---|
| The two looks, the palettes, the seam, the zone system | The paint pass: its steps, strengths and numbers |
| Characters, creatures, buildings, props | Performance budgets (iPad, 30 fps) and costs |
| Grass and flowers as art rules | Scripts, the audit, the water rules |
| Prompt blocks for images and mesh references | How 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 said | This book says | Why |
|---|---|---|
| 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 low | One 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 warm | The 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 heads | Without 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 ornament | Painted rosemaling inside, unpainted carving outside, built things only | Asked 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.