Grand Courtyard Layout Test — A Velara’s Story Interactive Game

Final Product: Grand Courtyard Layout Test




Draemora University, the Grand Courtyard — pale carved stone, cascading waterfalls, lily pools and flowering terraces. Walk Velara across the whole courtyard to judge scale, camera, stairs and how the seven views connect.
Grand Courtyard Layout Test is a playable, browser-based courtyard built inside the world of Velara’s Story. It is a production-faithful layout and scale test: one continuous pre-rendered painterly courtyard split into seven connected sections — the Northwest/Academic Terrace, the West Stairs & Cascades, the Lower West Walkway, the South/Lower Terrace, the East Terrace & Garden Walk, the Southeast Bridge & Falls, and the Central Tree Plaza — all rendered and traversed as one physical place.
Control younger Velara with WASD or the arrow keys — or the on-screen touch pad on mobile — and the follow camera carries you through the full courtyard. Stairs, railings, water and planters are solid, and a walkable collision grid keeps her on the paving. Play it now: no download, right in your browser.
Play it now: Grand Courtyard Layout Test →
Game Features
- Live LLM Narrative, Powered by deepseek-v4-flash — The world, its cast and its interactive layer are authored live by the studio’s DeepSeek V4 Flash agent. In Velara’s Story the same live-LLM layer narrates characters and dialogue as you play; this courtyard build runs the traversal loop on top of that AI-authored world.
- Seven-Section Seamless Courtyard — One continuous courtyard rendered as seven connected paintings, from the Academic Terrace and West Cascades to the Central Tree Plaza. Walk between them without a teleport or a loading screen.
- Eight-Direction Sprite Movement — Younger Velara ships as a full 8-direction idle and walk sprite set, with a smooth follow camera that keeps the courtyard readable as you turn.
- Collision-Accurate Walkable Grid — A walkable-grid layer (toggled with F1) defines exactly where Velara can stand: paving, stairs and landings are open; water, railings and planters are solid.
- Browser-Playable, No Download — Runs instantly at 16:9 on desktop and adapts to landscape mobile with a touch pad. No install, no launcher — just a link.
- Built & Published in Minutes — From a one-line seed prompt to a published, shareable game link in a single studio session, with every asset generated and packaged automatically.
Character Sprites
Production Process Breakdown
From the single world seed of Velara’s Story, the AI built the Draemora University setting: the academic houses, the courtyard’s geography, and a cast of seven — Velara Ashthorne and the friends, professors and nobles who share her university years.
The AI designed the layout test and generated every asset: the 16:9 key-art cover, the master courtyard painting and its seven connected section backgrounds, and the transparent character sprite cut-outs of the full cast.
The courtyard engine — follow camera, 8-direction movement, walkable collision grid and touch controls — was assembled and published with one click as an instantly shareable browser game.
Scene Backgrounds







Asset Prompts
"Create a closer character-scale 3/4 gameplay environment painting of ONE continuous section of Draemora University Grand Courtyard. THIS SECTION: Screen 1 — Northwest / Academic Terrace. Upper northwest courtyard approaching Academic Halls and Library, with the Grand Atrium facade and ceremonial stairs visible to the north. Broad cream-stone staircases rising, planted terraces, navy-and-gold banners, cascade waterfalls dropping toward the central tree on the lower-right if the tree would be visible from this angle. Use the attached images as the SAME physical courtyard. First image is this section crop; second image is the full master courtyard. Preserve architecture, elevations, stairs, water, banners, and materials exactly. Do not redesign. Camera: closer 3/4 RPG gameplay view than the full master — walkable paving and stairs occupy more of the frame so a character sprite would read large. Same daylight, same ivory/cream stone, blue/teal inlays, restrained gold, deep navy banners. Dense intentional greenery and vines. Paths and stairs stay broad and unobstructed. Style: detailed painterly pre-rendered late-1990s RPG background, higher fidelity than pixel sprites. Text: none. No labels, UI, signs, captions. Constraints: no people, no sprites, no HUD. Environment only. Neighboring courtyard architecture at the edges must match the master so this can connect to West Stairs and Central Tree Plaza."
"Create a closer character-scale 3/4 gameplay environment painting of ONE continuous section of Draemora University Grand Courtyard. THIS SECTION: Screen 2 — West Stairs and Cascades. The western staircase system and cascading teal waterfalls connecting upper northwest terraces down toward the middle elevation and the central tree plaza. Broad walkable cream-stone stairs, balustrades, navy banners on lamp posts, planted planters, water stepping down in pools beside the stairs. Use the attached images as the SAME physical courtyard. First image is this section crop; second image is the full master courtyard. Preserve architecture, elevations, stairs, water channels, and materials exactly. Do not redesign. Camera: closer 3/4 RPG gameplay view — stairs and landings fill the frame so a character sprite would read large. Same daylight and materials as the master. Paths and stairs stay broad and unobstructed. Style: detailed painterly pre-rendered late-1990s RPG background. Text: none. No labels, UI, signs. Constraints: no people, no sprites. Neighboring edges must match Screen 1 (up), Screen 3 (down), and Screen 7 (toward the tree)."
"Create a closer character-scale 3/4 gameplay environment painting of ONE continuous section of Draemora University Grand Courtyard. THIS SECTION: Screen 3 — Lower West Walkway. Western/lower courtyard route leading toward Campus Grounds. Lower stone walkway, arched bridge over a teal lily canal, cypress trees, navy banners, stairs connecting up toward west cascades and across toward the south terrace. Warm ivory stone, vines, flowering planters. Use the attached images as the SAME physical courtyard. First image is this section crop; second image is the full master courtyard. Preserve architecture, canal, arches, stairs, and materials exactly. Do not redesign. Camera: closer 3/4 RPG gameplay view — walkway paving occupies much of the frame so a character sprite would read large. Same daylight and materials as the master. Walkways stay broad and unobstructed. Style: detailed painterly pre-rendered late-1990s RPG background. Text: none. No labels, UI, signs. Constraints: no people, no sprites. Edges must connect to Screen 2 (up), Screen 4 (south), and Screen 7 (toward tree plaza)."
"Create a closer character-scale 3/4 gameplay environment painting of ONE continuous section of Draemora University Grand Courtyard. THIS SECTION: Screen 4 — South / Lower Terrace. Southern courtyard connecting toward Commons and Residence / Lower Campus. Broad descending cream-stone stairs in the foreground, a circular paved landing, the large teal lily pool with three waterfalls dropping from the central plaza level, lamp posts with navy banners, planters, balustrades. The base of the ancient tree plaza may appear at the top of frame if geography requires. Use the attached images as the SAME physical courtyard. First image is this section crop; second image is the full master courtyard. Preserve stairs, pool, waterfalls, landing, and materials exactly. Do not redesign. Camera: closer 3/4 RPG gameplay view from slightly lower, looking toward the pool and up the stairs — paving and stairs occupy most of the frame so a character sprite would read large. Same daylight and materials as the master. Stairs stay broad and unobstructed. Style: detailed painterly pre-rendered late-1990s RPG background. Text: none. No labels, UI, signs. Constraints: no people, no sprites. Edges must connect to Screen 7 (up to tree plaza), Screen 3 (west), and Screen 6 (east)."
"Create a closer character-scale 3/4 gameplay environment painting of ONE continuous section of Draemora University Grand Courtyard. THIS SECTION: Screen 5 — East Terrace and Garden Walk. Eastern elevated path and vine-covered stone arches leading toward the Gardens and Conservatory. Glass-and-gold conservatory dome visible in the distance. Warm ivory colonnade, lanterns, flowering vines, navy banners, walkable terrace paving, stairs down toward the tree plaza and southeast bridge. Teal water may appear below the arches. Use the attached images as the SAME physical courtyard. First image is this section crop; second image is the full master courtyard. Preserve arches, terrace, conservatory dome placement, and materials exactly. Do not redesign. Camera: closer 3/4 RPG gameplay view along the east terrace — paving and arches occupy the frame so a character sprite would read large. Same daylight and materials as the master. Walkway stays broad and unobstructed. Style: detailed painterly pre-rendered late-1990s RPG background. Text: none. No labels, UI, signs. Constraints: no people, no sprites. Edges must connect to Screen 7 (west toward tree), Screen 6 (south), and the garden/conservatory exit east."
"Create a closer character-scale 3/4 gameplay environment painting of ONE continuous section of Draemora University Grand Courtyard. THIS SECTION: Screen 6 — Southeast Bridge and Falls. Southeastern stairs, arched stone bridge/walkway, and waterfall system connecting the eastern terrace to the lower south courtyard. Teal cascading water under and beside the bridge, ivory balustrades, navy banners, lanterns, flowering vines, walkable stairs and bridge paving. Use the attached images as the SAME physical courtyard. First image is this section crop; second image is the full master courtyard. Preserve bridge, falls, stairs, and materials exactly. Do not redesign. Camera: closer 3/4 RPG gameplay view on the southeast stairs and bridge — walkable surfaces occupy the frame so a character sprite would read large. Same daylight and materials as the master. Bridge and stairs stay broad and unobstructed. Style: detailed painterly pre-rendered late-1990s RPG background. Text: none. No labels, UI, signs. Constraints: no people, no sprites. Edges must connect to Screen 5 (north/east terrace), Screen 4 (south/west), and Screen 7 (toward central tree)."
"Create a closer character-scale 3/4 gameplay environment painting of ONE continuous section of Draemora University Grand Courtyard. THIS SECTION: Screen 7 — Central Tree Plaza. The large circular walkable paved plaza surrounding the enormous ancient tree. The circular planter and tree trunk are a solid obstacle in the middle. The COMPLETE paved ring around the planter must remain clearly open and traversable — do not block the ring with extra planters, furniture clutter, or overgrown plants. Benches may sit against the planter rim as in the master. Cascading waterfalls and pools sit on the north-west and south edges of the plaza as in the master. Stairs leave the ring toward Academic/west, south terrace, and east terrace. Use the attached images as the SAME physical courtyard. First image is this section crop; second image is the full master courtyard. Preserve the tree, circular plaza geometry, water, and materials exactly. Do not redesign. Camera: closer 3/4 RPG gameplay view centered on the tree plaza — the paved ring fills much of the frame so a character sprite walking the ring would read large. Same daylight and materials as the master. Style: detailed painterly pre-rendered late-1990s RPG background. Text: none. No labels, UI, signs. Constraints: no people, no sprites. This is the central connective space — neighboring stairs and water must match Screens 1, 2, 3, 4, 5, and 6."
"High-finish commercial game painting of ONE solitary full-body game sprite of younger Velara Ashthorne, identity locked to the reference images. Exact same face crimson wavy hair pointed ears luminous green eyes golden-porcelain skin glowing vine markings. Forest-green university tunic gold botanical embroidery brown leather belt book pouch mid-calf split skirt dark trousers scuffed ankle boots moss cloak leaf bronze clasp slender pendant. Neutral standing idle, arms relaxed, full body including both feet, centered, generous margin, solid flat pure magenta background #FF00FF only. No second figure, no collage, no text, no UI, no watermark. Front view facing camera, confident curious expression."
"Quirk, established named Tinkerel NPC — young adult inventor, wild orange-red hair, freckled face, orange-tinted mechanical goggles, practical patched inventor clothing with utility belts and tools, full-body standing portrait on neutral ground. Primary visual identity lock. Not a racial plate."
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Professional — A cloud harness system supports the full workflow from world building to game publishing, all running in the cloud with no local setup. Stable access to the latest models: Claude Opus 5 · GPT Image 2 · DeepSeek V4 Flash.
One-click generation — Officially tuned skills drive every step: world building, character design, art generation and game packaging, with world fork and resource sharing built in.
Community-first — Users build unlimited worlds; every public world can be forked, remixed and reimagined by the community.
Studio Interior



Start Creating
This courtyard was generated by Neta Studio AI from a single sentence. The world took minutes. The game took minutes. You can do it too — adapt this world or start fresh from any IP. No coding required, free to start.