Memphis Diorama — Style Prompt

A place built as a tabletop model: on warm white paper an organic, grainy frame grows open, and inside it a small world in flat Memphis colours, ink outlines, hard purple shadows and tiny patterns, full of small motions under a slow camera. Calm, bright and warm; a place you watch, not a story you follow. References (grammar only): the Memphis Group, Ettore Sottsass, Nathalie Du Pasquier (saturated primaries next to pastels, dots, zigzags and terrazzo flecks on every surface); architectural and railway-layout models (a whole place seen from above, at once); children's picture-book towns (every window has a flower box, every corner has something going on); risograph halftone (shadow as a field of dots). Use none of their objects, layouts, palettes or music.

1. Essence, and what it is not

Not character animation: nobody acts. Code-made faces, gestures, getting in and out of cars always look stiff, so this style never shows them. Not an isometric infographic (that one is cool and diagrammatic; this one has weather, seasons and sound). Not tilt-shift (no photograph, no depth of field: everything is flat and sharp). Not low-poly (no faceted shading or plastic highlights: flat fills, outlines and patterns do the work).

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.

Move What it expresses Can serve
High slow orbit or drift the whole place breathing time passing; day and night; seasons; a loop
Straight-down, slowly turning a map; order road networks; fields; coverage; data on a grid
Locked three-quarter frame calm; comparable before and after; data; several places side by side
Lateral move along a cutaway above and inside at once how a thing works; underground; under water; inside a building
Slow push to one detail something is happening here a lit window; a stall; a bird on a roof
Following one vehicle flow; a route a delivery; a commute; one line joining places

7. Sound palette

8. Native moves

A menu: use the ones your story needs.

9. Pitfalls of the medium

Pitfall Fix
Code-made people look stiff close up keep them small and far; no acting
Day looks grey, not healing raise saturation, warm it; shadows go purple, not grey
Yellows turn olive at night shift by luminance toward violet; give warm objects their own night colour
Colours sprinkled at random look dirty cluster by area, control each hue's share
Every tree looks the same at least five crown shapes (round, cone, egg, cloud, column…), lighter lobes on the sun side
Thin objects turn into black scribbles thicker stems, or no outline and a brighter colour
Large shadows look like dirt halftone dots in the shade
Far outlines and patterns buzz less detail far away; pattern scale grows with distance
A long take drifts until the subject leaves the frame ease the camera speed down over time
A state change happens "by itself" and feels arbitrary anticipate it: a squash on one landmark, then the wave from there
The camera passes through an object move in two steps, or remove the blocking tree for that shot
The frame is crowded and has no air keep large quiet areas of colour (water, field, square)

10. Engine

demo/memphis.js (three.js r170): Diorama(glCanvas, ctx2d) renders at 2× with a normal-and-depth outline pass, composites the grainy organic frame (grow opens it) and draws the bottom type (drawText). flat(hex, o) is the flat material: pat (1 dots, 2 diagonal stripes, 3 zigzag, 4 vertical stripes, 5 hatch, 6 horizontal stripes), patCol, patScale, lit (no face tones), emit, win (facade windows), nightCol, col2 / patCol2 (the next state for a wave). Globals: setSeason(x, z, r) (wave), setHalftone(1), setNight, setDusk, setLamps([[x, y, z, r]…]), setWave / setZone (lights coming on). Helpers: mesh, box, rng. demo/people.js has the distant walker. A minimal example that the demo never draws, and how the demo's seasonal materials work: DEMO.md "Build notes".

11. Variation space

You decide the place, the season and time, the camera route, the pace, which native moves, and the palette within §3.

Use cases and the order in which information arrives:

  1. A moving scene on a web page (hero, loading page, 404): first the whole calm place, then one or two small motions that lead the eye; loopable; scroll or the mouse can trigger a light or a change of sky.
  2. Ambient or focus loops (livestream backgrounds, screensavers, live wallpapers): no type or a single line; the camera almost still; a seamless loop; sound mostly ambience.
  3. Solar terms and seasonal series: one place, one term or season per part; the colours and small motions change; line 3 carries the term and the date.
  4. How things work: the whole place → cut open → callouts one step at a time → back to the whole place with the result visible.
  5. City data maps: map or locked three-quarter view → the data grows out as a wave or as columns → callouts read the values.

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