2.5D Pixel Art — Style Prompt

Hand-made pixel sprites standing like paper cut-outs inside a lit, fogged, fully 3D diorama, shot from a high three-quarter angle through a tilt-shift lens: a toy world where every lamp throws a real shadow. References (grammar only): Octopath Traveler (Square Enix × Acquire, 2018) and its sequel (2023), the games that defined the HD-2D look. Learn the grammar: sprite-in-diorama, high 3/4 camera, tilt-shift focus band, point lights with shadows, heavy bloom and vignette, framed dialogue box. Never use their characters, places, logos, UI ornaments or music, and never name them in the film. Name: this style was formerly called "HD-2D", Square Enix's term (and trademark) for that look; the library uses the term only to describe the look. This style and its demo have no connection to Square Enix and are not endorsed by it. Don't use "HD-2D" as a title or brand in a film.

1. Essence, and what it is not

A 3D miniature set of boxes and cylinders wrapped in pixel-art textures, populated by flat 2D pixel sprites that receive light and cast shadows, seen from a high, far camera through a tilt-shift band so the world reads as a tabletop model. Light is the subject: practicals throw sprite shadows across the floor; shafts, fog, dust or rain hang in the air; strong bloom, heavy vignette. On top, a small RPG UI: chapter card, framed dialogue box with typewriter text, serif subtitles.

The key contrast: characters stay flat, low-res and stepped while camera, light, particles and focus move smoothly every frame.

Not a voxel game (no cubic characters), not a flat 2D pixel RPG (the set is real 3D with real light), not a tilt-shift photo of a real miniature (textures are pixels, not materials).

2. Materials & rendering

3. Colour logic

4. Type & subtitles

5. Motion quality

6. Camera grammar

A vocabulary, not a route. Opening and ending come from the topic. Always look down on the world (never at eye level); every path is a monotone spline of a few keys, no overshoot; focus is recomputed every frame from camera to the subject.

Move Expresses Can serve
Very high, very far, slow push; band on one tiny subject Preciousness, a whole place as a map where we are; scale; a landmark
Medium-high 3/4, near-static drift Two figures on one stage a conversation; a handover; a choice
Lateral tracking, camera leading slightly, foreground passing blurred A path through a world travel; a process with steps; a commute
Dive low and close while a figure kneels or stops The toy world suddenly personal exhaustion; care; a secret
Rising pull-back, focus handed from figure to object The act spreads outward consequence; a system switching on
Orbit half-way round a building or prop An object seen from all sides a workshop; a machine; a monument
Top-down, straight overhead, tilt band as a strip A board game, a plan routes; a schedule; a queue
Rack focus between two depths in a locked frame Attention changing hands a memory; someone watching; before/after
Return to an earlier framing, changed The rhyme shows what changed aftermath; growth; a season later

Framing: characters ~1/12–1/8 of frame height; the sharp band follows the subject's projected height (clamped ~.2–.8 of screen); with no character, use a fixed band height per shot. Transitions: short fades to black or cuts between sets; no wipes, no 3D spins.

7. Sound palette

8. Native moves

A menu: use the ones your story needs.

9. Pitfalls of the medium

10. Engine

In demo/: px.js (pixel canvas, Bayer ramps, surfaces, lit billboards, glow), kit.js (world UVs, materials, houses, props, pixel fire), fx.js (sky, pixel sea, particles, rain, beam cards, flick), chars.js (pose-table pixel characters, makeChar), post_ts.js (makePost: DOF + tilt-shift + bloom + grade), ui.js (chapter card, dialogue box, subtitles, title), main.js (page contract, ?tilt=1). Module table, parameters and a minimal new set (a lantern-lit alley): DEMO.md § Engine reference.

11. Variation space

You decide the places, the characters, the light the story turns on, the chapters, the opening, the ending, the camera path, the key temperature and the music. All far from our demo:


How our demo was made (story, shots, score, end card, build): DEMO.md. Read it after your treatment exists.