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Pixel-art 3D football yard with physics and dollhouse cutaway

Pixel-art 3D football yard with physics and dollhouse cutaway is a 19-second Claude Opus motion design reference by @N1njaCodex, built around Three.js, Canvas, Physics. [Note: the creator shared a partial prompt. Copy this interactive motion prompt, keep the creator's frame counts and palette, and adapt the subject for your own launch film.

@N1njaCodexView post

Prompt

[Note: the creator shared a partial prompt. Wording below is theirs.] GOAL: Build a single-page web toy called "Yard Box": a real-time 3D scene rendered as pixel art, showing a courtyard football box behind a four-storey panel apartment block on a floating island. MOTION: Use three.js r160 (ES module via import map from jsDelivr, plus BufferGeometryUtils). English UI. Original design only — no real brands, places or logos. RENDERING PIPELINE (the core look) - Orthographic camera at an isometric angle (elevation ≈31°, azimuth π/4, rotatable in 90° steps with smooth easing; drag sideways or buttons to turn; wheel/pinch zoom 0.7–2.6). - Render into a small WebGLRenderTarget (half-float, nearest filtering, depth texture) — about 480×300 art pixels at pixel size 3 — no anti-aliasing. Fit the island + the top of the block into the screen area left free by the UI, and snap the camera so the world origin lands on a whole art pixel (static things never shimmer). - Post-pass ShaderMaterial: texelFetch whole-pixel upscale; depth-based outlines (a pixel > ~0.5 m in front of a neighbour darkens ×0.5); quantize every pixel to the nearest of a fixed ~60-colour palette in OKLab (lightness weighted ×1.35); optional 4×4 Bayer dither (off by default); empty depth = page background colour. - "Raw 3D" toggle shows the full-resolution MSAA render without steps above. Controls: pixel size slider 2–6, palette / dither / outlines checkboxes. - Palette: warm concrete greys, cool greys for snow in shade/moonlight, snow and sky blues, turf greens, autumn olives, yellows/oranges/rusts, team reds and blues, skin and wood tones, lamp/window yellows, dusk violets, mint for the boards. LIGHT AND TIME - Directional sun/moon with hard BasicShadowMap (2048), hemisphere fill, point lights for two streetlamps (decay 2) and weak doorway lamps. Presets Day / Dusk / Night blended over 1.6 s. Glow materials lerp between on/off colours. - The block's facade uses an emissive map drawn on a canvas; at night windows glow warm or cool, and random flats switch lights on and off. WORLD (all boxes, cylinders, extrusions; textures drawn texel by texel on canvases) - Rounded floating slab: grass top over soil over rock. - Football box: rounded-rectangle boards (22×12 m, mint green, plank lines, a gate with an open door), netting on posts above the boards at both ends, mini goals (3 m × 2 m) with alpha-tested nets, turf texture with mowing stripes, worn goalmouths/centre and white markings. - Panel block along one long side: 4 floors, facade drawn panel by panel with windows and curtains, two entrances with canopies, random balconies, roof details; an asphalt strip with two benches and hedges. - Dollhouse cut: when the camera looks from the block's side, hide the floors, roof, balconies and canopies and show a section of the ground floor instead — low cut walls with a dark cap, rooms with coloured floors, rugs, sofas, tables, wardrobes, TVs (glowing at night), pot plants, stairwells with steps and post boxes; room floors glow warm at night. - Playground (swing that actu
Author original
Build a single-page web toy called "Yard Box": a real-time 3D scene rendered as pixel art, showing a courtyard football box behind a four-storey panel apartment block on a floating island. Use three.js r160 (ES module via import map from jsDelivr, plus BufferGeometryUtils). English UI. Original design only — no real brands, places or logos. RENDERING PIPELINE (the core look) - Orthographic camera at an isometric angle (elevation ≈31°, azimuth π/4, rotatable in 90° steps with smooth easing; drag sideways or buttons to turn; wheel/pinch zoom 0.7–2.6). - Render into a small WebGLRenderTarget (half-float, nearest filtering, depth texture) — about 480×300 art pixels at pixel size 3 — no anti-aliasing. Fit the island + the top of the block into the screen area left free by the UI, and snap the camera so the world origin lands on a whole art pixel (static things never shimmer). - Post-pass ShaderMaterial: texelFetch whole-pixel upscale; depth-based outlines (a pixel > ~0.5 m in front of a neighbour darkens ×0.5); quantize every pixel to the nearest of a fixed ~60-colour palette in OKLab (lightness weighted ×1.35); optional 4×4 Bayer dither (off by default); empty depth = page background colour. - "Raw 3D" toggle shows the full-resolution MSAA render without steps above. Controls: pixel size slider 2–6, palette / dither / outlines checkboxes. - Palette: warm concrete greys, cool greys for snow in shade/moonlight, snow and sky blues, turf greens, autumn olives, yellows/oranges/rusts, team reds and blues, skin and wood tones, lamp/window yellows, dusk violets, mint for the boards. LIGHT AND TIME - Directional sun/moon with hard BasicShadowMap (2048), hemisphere fill, point lights for two streetlamps (decay 2) and weak doorway lamps. Presets Day / Dusk / Night blended over 1.6 s. Glow materials lerp between on/off colours. - The block's facade uses an emissive map drawn on a canvas; at night windows glow warm or cool, and random flats switch lights on and off. WORLD (all boxes, cylinders, extrusions; textures drawn texel by texel on canvases) - Rounded floating slab: grass top over soil over rock. - Football box: rounded-rectangle boards (22×12 m, mint green, plank lines, a gate with an open door), netting on posts above the boards at both ends, mini goals (3 m × 2 m) with alpha-tested nets, turf texture with mowing stripes, worn goalmouths/centre and white markings. - Panel block along one long side: 4 floors, facade drawn panel by panel with windows and curtains, two entrances with canopies, random balconies, roof details; an asphalt strip with two benches and hedges. - Dollhouse cut: when the camera looks from the block's side, hide the floors, roof, balconies and canopies and show a section of the ground floor instead — low cut walls with a dark cap, rooms with coloured floors, rugs, sofas, tables, wardrobes, TVs (glowing at night), pot plants, stairwells with steps and post boxes; room floors glow warm at night. - Playground (swing that actu

Questions

What is this games prompt for?

It is a Claude Opus motion design brief for “Pixel-art 3D football yard with physics and dollhouse cutaway”. Paste it into Claude and keep the timings already written in the prompt.

Where is the original film?

The creator is @N1njaCodex. Use View post to open the X video this prompt belongs to.

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