Primeval review

Generated concept art

Images made from the prompt list. The full list of prompts, each with a copy button, is below.

Images made from the prompts (10 Nov)

2026-11-10 · 3 pictures

What changed
Three ChatGPT images from the prompt list: the Spear Rush icon, an Orc Shield Warrior sheet and a Tribe Clubman sheet.
State
You said the orc face looks too much like a Warcraft orc: our models keep our own faces and take only gear and silhouette. Future orc prompts attach our own orc as the face reference.

Spear rush icon

2026-11-10 · picture · tap to open full size

ChatGPT image from prompt A1 (Spear Rush icon).

Spear rush icon

Orc shield warrior sheet

2026-11-10 · picture · tap to open full size

ChatGPT concept for the Orc Shield Warrior. You said the face looks too much like a Warcraft orc, so the model uses our own orc and takes only the gear.

Orc shield warrior sheet

Tribe clubman sheet

2026-11-10 · picture · tap to open full size

ChatGPT concept for the Tribe Clubman.

Tribe clubman sheet

Every image still needed: the prompt list

Primeval: every image still needed (full list, 2026-11-10)

This replaces and extends ART_PROMPTS_2026-11-10.md (all seven items from that file are in here, marked "was #n").

How to use

  1. Attach a style reference to every chat. For icons, attach one or two of the game's painted icons, for example local file: research_flint.png (Tribe), research_orcish_steel.png (Orc), research_ghoul_frenzy.png (Undead), cmd_move.png (commands). For concept sheets, attach your own sheets from local file: Game local file: Primeval (for example local file: Orc Warrior, local file: Spearman, Orc Great Hall, Undead Necropolis).
  2. Ask for a square 1024 x 1024 image for every icon and portrait. The game cuts them down to 256 x 256. Concept sheets should be landscape (3:2), and screens should be 16:9 (1920 x 1080 or larger).
  3. Name the file with the key in brackets (for example research_spear_rush.png) and drop it in BILL_INBOX. Where it goes: icons go to Assets/_Primeval/Art/UI/Icons/<key>.png (command card and build buttons) and portraits to Assets/_Primeval/Art/UI/Portraits/<key>.png (the selection panel). Concept sheets are reference for Blender (buildings) or for the model (units). They never ship.
  4. Icon house style: hand-painted, one bold object, a dark nearly black vignette, a small strip of rocky ground along the bottom, strong rim light, no text, no border, no frame. Mood: closer to a grim, bloody Scourging than to a bright cartoon. Colours are rich but natural.
  5. Faction palettes: Tribe uses teal chevrons, hide, bone, flint and sinew. Orc uses green skin, red war marks, bone and crude black iron. Undead uses pale bone, rotten cloth, violet and sickly green magic. Dinosaurs are feathered and brightly coloured, but natural.

Priority: A = needed now, B = soon, C = nice to have. The numbers run in one sequence through the whole file.


1. Upgrade, ability and command icons (square 1024, used at 256)

A1. Spear Rush (Tribe upgrade) [research_spear_rush] (was #1)

Why: Spear Rush borrows the Flint Spearheads icon (DisplayCatalog.Tribe.cs line 79 uses "research_flint"). A stopgap made by recombining existing icon art is staged in local file: icons, but its spearhead is the same art as Flint Spearheads.

Prompt

Hand-painted fantasy RTS upgrade icon, square. A flint-tipped tribal spear thrusting diagonally forward from lower left to upper right, wooden shaft wrapped in sinew cord, two teal feathers streaming back from the binding, teal motion streaks and kicked-up dust behind it to show a charging rush. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border, no people.

A2. Blood Rush (Orc upgrade) [research_blood_rush]

Why: Blood Rush borrows Berserker Rage's icon (DisplayCatalog.Orc.cs line 125). This is the Orc version of the War Charge, and only a stopgap is staged.

Prompt

Hand-painted fantasy RTS upgrade icon, square. A crude black-iron orc cleaver-axe with a bone grip swinging forward and up to the right, blood flicking off the edge in an arc, red war-paint stripe on the haft, dark red motion streaks and churned ash dust behind it to show a charging rush. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, gritty and bloody, no text, no border, no people.

A3. Grave Leap (Undead upgrade) [research_grave_leap]

Why: Grave Leap borrows Ghoul Frenzy's icon (DisplayCatalog.Undead.cs line 115). Ghouls charge and leap, and only a stopgap is staged.

Prompt

Hand-painted fantasy RTS upgrade icon, square. A rotting ghoul's clawed hand with long black talons lunging forward out of a cracked grave mound, clods of earth and bone chips flying, violet and sickly green ghost streaks trailing behind to show a leap. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, grim mood, no text, no border.

A4. Call the Wounded (Campfire / Fire Pit command) [cmd_call_wounded]

Why: Icons/cmd_call_wounded.png is a 128 px placeholder render (a red cross over an orange cone). It is used on the Campfire and Fire Pit card (CommandCard.cs line 1100).

Prompt

Hand-painted fantasy RTS command icon, square. A small log campfire ringed with stones, warm orange flames, with a curling green healing smoke rising and bending like a beckoning hand; a rolled hide bandage and a bone needle lie by the stones. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border, no people.

A5. Second Campfire (Tribe research) [research_second_campfire]

Why: a 128 px placeholder render (Icons/research_second_campfire.png, dated 11-07).

Prompt

Hand-painted fantasy RTS upgrade icon, square. Two small tribal campfires side by side in stone rings, the second just catching light, hide-wrapped log seats between them, teal chevron painted on one seat stone, warm orange glow. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border, no people.

A6. Second Fire Pit (Orc research) [research_second_fire_pit]

Why: a 128 px placeholder render (Icons/research_second_fire_pit.png).

Prompt

Hand-painted fantasy RTS upgrade icon, square. Two roaring orc fire pits of heaped logs ringed with tusks and bones, a red-painted hide windbreak behind them, sparks and black smoke. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, gritty mood, no text, no border, no people.

A7. Lock Gate (command) [cmd_lock_gate]

Why: there is no file. CommandCard.cs line 1105 asks for cmd_lock_gate, so the button shows a letter. It is used by all three factions' gates.

Prompt

Hand-painted fantasy RTS command icon, square. A heavy wooden palisade gate barred shut with a thick log beam dropped into bone brackets, lashed tight with rope, a small stone wedge at its foot. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, neutral (no faction colour), no text, no border.

A8. Unlock Gate (command) [cmd_unlock_gate]

Why: there is no file (CommandCard.cs line 1105).

Prompt

Hand-painted fantasy RTS command icon, square. The same heavy wooden palisade gate with its log bar lifted out and leaning to one side, the rope hanging loose and the gate standing slightly ajar with a sliver of warm light through the gap. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, neutral (no faction colour), no text, no border.

A9. Next page / More buildings (command) [cmd_next]

Why: there is no file. It is used for "More Buildings" and the production "Page n/m" button (CommandCard.cs lines 970 and 1090) and shows ">" today. It must pair with the existing cmd_back.png.

Prompt

Hand-painted fantasy RTS command icon, square, matching a green "back" arrow icon: a bold carved green stone arrow pointing right, slightly curved, with a glossy painted highlight and a dark outline. Dark, nearly black vignette background. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border.

B10. Laying Hens (Tribe research) [research_laying_hens]

Why: it borrows the Egg Coop building icon (DisplayCatalog.Tribe.cs line 70, "egg_coop"), so the upgrade button looks like the building.

Prompt

Hand-painted fantasy RTS upgrade icon, square. A plump, brightly feathered prehistoric hen-like bird sitting on a straw nest heaped with large speckled eggs, a teal cloth tied on the nest post. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border.

B11. Fattened Boars (Orc research) [research_fattened_boars]

Why: it borrows the Boar Pen icon (DisplayCatalog.Orc.cs line 119, "boar_pen").

Prompt

Hand-painted fantasy RTS upgrade icon, square. A huge, fat, bristly tusked boar with a red war-paint stripe, snout in a crude wooden trough overflowing with swill and bones. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, gritty mood, no text, no border.

B12. Swollen Vats (Undead research) [research_swollen_vats]

Why: it borrows the Flesh Vat icon (DisplayCatalog.Undead.cs line 108, "flesh_vat").

Prompt

Hand-painted fantasy RTS upgrade icon, square. A bloated bone-and-iron cauldron bulging at its straps, overflowing with bubbling pink-grey flesh broth, sickly green fumes and violet glow rising, a ladle of bone. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, grim and gory, no text, no border.

B13. Storm Calling (Orc research) [research_storm_calling]

Why: the research borrows the Chain Lightning spell icon (DisplayCatalog.Orc.cs line 134, "ability_chain_lightning"), so the upgrade and the spell look the same.

Prompt

Hand-painted fantasy RTS upgrade icon, square. An orc shaman's bone-and-feather totem staff raised into a churning black storm cloud, blue-white lightning crawling down the staff, red war marks on its carved tusk head. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border, no people.

B14. War Leader (Chieftain aura) [ability_war_leader]

Why: the Chieftain's aura borrows the War Paint research icon (DisplayCatalog.Orc.cs line 47, "research_war_paint"), and War Paint is also a Tribe upgrade on the same player's screen.

Prompt

Hand-painted fantasy RTS ability icon, square. A tribal chieftain's tall feathered spear planted upright in the ground, a crown of teal and red feathers and bone beads at its head, a soft teal aura ring glowing on the ground around its base. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border, no people.

B15. War Cry (Chieftain ability) [ability_war_cry]

Why: it borrows the Battle Drums research icon (DisplayCatalog.Orc.cs line 50, "research_drums"), which the same Tribe player also researches.

Prompt

Hand-painted fantasy RTS ability icon, square. A carved bone war horn with teal chevron bands blasting a visible shock wave of sound rings and dust forward, feathers whipping in the blast. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border, no people.

B16. Cook Egg (town hall command) [cmd_cook_egg]

Why: both egg buttons use the T-Rex unit icon (CommandCard.cs line 1137, Icon("trex")).

Prompt

Hand-painted fantasy RTS command icon, square. A huge speckled tyrannosaur egg roasting in the embers of a stone fire pit, shell cracked and steaming, flames licking up its sides. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border.

B17. Hatch Egg (town hall command) [cmd_hatch_egg]

Why: the same Icon("trex") as Cook Egg (CommandCard.cs line 1137).

Prompt

Hand-painted fantasy RTS command icon, square. A huge speckled tyrannosaur egg on a straw nest, cracking open, with a small fierce feathered baby T-Rex head with bright orange and teal fuzz pushing out through the shell. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border.

B18. Souls (Undead vault counter) [res_souls]

Why: the "SOULS n/cap" panel borrows the Soul Siphon research icon (ResourceBar.cs line 320).

Prompt

Hand-painted fantasy RTS resource icon, square. A small bone-caged lantern holding three swirling ghostly wisps with faint screaming faces, pale violet and sickly green light leaking between the ribs of the cage. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border.

C19. T-Rex Egg (carried trophy) [trophy_rex_egg]

Why: the egg's tooltip and its trophy slot use the T-Rex portrait (DisplayCatalog.cs line 179, "trex").

Prompt

Hand-painted fantasy RTS item icon, square. A single huge tyrannosaur egg, cream with rust and teal speckles, lying in a nest of broken ferns and feathers, one large clawed three-toed footprint pressed in the mud beside it. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border.

C20. Raptor Claw trophy icon refresh [trophy_raptor_claw]

Why: the Raptor Claw trophy model is being reworked so the claw lies on its side (local file: NOTES.txt), so the icon should show the same object.

Prompt

Hand-painted fantasy RTS item icon, square. One huge curved raptor sickle claw, ivory at the root darkening to a near-black point, bound at the root with leather cord, a single teal bead and one short rust-coloured feather. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, soft golden relic glow, no text, no border.

C21. Empty trophy slot [trophy_empty]

Why: the empty hero trophy slot has no art key (DisplayCatalog.cs line 180, "").

Prompt

Hand-painted fantasy RTS UI slot icon, square. An empty hollow carved into dark stone in the shape of a claw, a loop of leather cord hanging empty from a bone peg, very dim. Dark, nearly black vignette background. Bold readable silhouette, painterly brushwork, low contrast so it reads as empty, no text, no border.


2. Unit and hero portraits and icons (square 1024; the portrait is head and shoulders, the icon is the full figure)

B22. Orc Shield Warrior icon and portrait [orc_shield_warrior]

Why: this is a new unit (OWNER_REQUESTS line 19). It needs a build-button icon and a selection portrait once its look is approved (see the concept sheet, A39).

Prompt (icon)

Hand-painted fantasy RTS unit icon, square. A heavy green-skinned orc warrior in a wide braced stance behind a big round shield of dinosaur hide on a bone frame with a red war mark, a huge curved raptor-claw axe raised in his other hand, hide-and-bone armour, red sash. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border.

Prompt (portrait)

the same orc, head and shoulders, three-quarter view, shield rim and axe blade at the frame edge, tusks, scarred brow, red war paint, a fierce, steady stare.

B23-B26. Risen dinosaurs (Undead): Risen Parasaurolophus, Risen Protoceratops, Risen Triceratops, Risen Tyrant [risen_parasaurolophus, risen_protoceratops, risen_triceratops, risen_trex]

Why: all four reuse the living animal's portrait and icon (DisplayCatalog.Undead.cs lines 63-66), so a risen Tyrant looks like a wild one in the selection panel.

Prompt (one per animal; swap the species)

Hand-painted fantasy RTS unit portrait, square. A [species] raised from the dead: rotted, its feathers fallen out in patches, ribs and skull bone showing through torn hide, eyes burning sickly green, faint violet mist curling off it, still recognisably the same brightly coloured animal, now faded and grey. Dark, nearly black vignette background. Bold readable silhouette, painterly brushwork, strong rim light, grim and gory, no text, no border.

C27. Tame T-Rex [trex_tame]

Why: the player's own hatched T-Rex reuses the wild Tyrannosaurus art (DisplayCatalog.cs line 108).

Prompt

Hand-painted fantasy RTS unit portrait, square. A young feathered tyrannosaur, orange and teal plumage, wearing a tribal teal-painted bone collar and a few hanging feathers and beads, alert and fierce. Dark, nearly black vignette background. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border.

C28-C33. Named boss portraits: Razorback, Thunderjaw, Gravemaw, Morrowveil, Old Thunderhorn, Ironhide

Why: the named legendary creatures (DisplayCatalog.cs lines 185-205) show their species' portrait. Old Scar has trex_oldscar.png, but nothing in the HUD uses it (only UnitRenderer.cs line 4100 references the key).

Prompt template

Hand-painted fantasy RTS boss portrait, square, head and shoulders. [Description], legendary and menacing, battle scars, slightly larger than life. Dark, nearly black vignette background, a thin rim of ominous light. Painterly brushwork, gritty and bloody, no text, no border.

Descriptions:


3. Building icons and portraits (square 1024; the whole building in three-quarter view from a high RTS camera)

A34. Campfire and Orc Fire Pit icons and portraits [campfire, orc_fire_pit]

Why: all four files are placeholder renders (Icons/campfire.png 128 px, Icons/orc_fire_pit.png 128 px, Portraits/campfire.png and Portraits/orc_fire_pit.png are flat grey renders, dated 11-07).

Prompt (Tribe Campfire)

Hand-painted fantasy RTS building icon, square. A tribal campfire: a ring of mossy stones around a crackling log fire, four split-log seats with hide throws round it, a drying rack with herbs and a teal chevron banner on a pole. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, warm firelight, no text, no border, no people.

Prompt (Orc Fire Pit)

Hand-painted fantasy RTS building icon, square. A roaring orc fire pit of heaped logs ringed with tusks and bones, a curved red-painted hide windbreak behind it on bone poles, crude log benches, skulls on stakes. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, warm firelight, gritty mood, no text, no border, no people.

(Make the portrait the same image; the game crops it.)

A35. Orc War Tower portrait [orc_war_tower]

Why: there is no Portraits/orc_war_tower.png, the only building key with no portrait. The icon is a blurry render taken from the 3D model (CommandIconRenderer.cs line 37).

Prompt

Hand-painted fantasy RTS building portrait, square. A hulking orc war tower of black iron-bound timber, spiked palisade skirts, a deck with burning braziers, red war banners, a giant spear-thrower mounted at the top, skulls and tusks lashed to the beams. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border.

B36-B38. Neutral camp portraits: Skeleton Crypt, Raider Camp, Raptor Nest [camp_crypt, camp_raider, camp_nest]

Why: neutral camps borrow player buildings' art (CreepNames.cs lines 10-12: crypt, war_camp, beast_pen), so a Raptor Nest looks like the Tribe's Beast Pen. Prompts (Hand-painted fantasy RTS building portrait, square, dark vignette background, rocky ground strip, no text, no border):


4. Unit concept sheets (landscape 3:2: front, back and side views plus weapon close-ups; plain light grey background, no text)

A39. Orc Shield Warrior (was #2)

Why: this is a new unit and the owner's request is queued (OWNER_REQUESTS line 19: raptor-claw axe main hand, shield off hand, design sheet first).

Prompt

Character concept sheet for a stylized painted 3D RTS game, plain light grey background. A heavy, tanky orc warrior, green skin, bruiser build, wide stance. Right hand: a one-handed axe whose blade is a huge curved raptor sickle claw lashed to a bone-and-wood haft. Left arm: a large round shield of dinosaur hide stretched over a bone frame, with tusks and a painted red war mark. Armour of thick hide, bone plates and rope, primitive, no metal plate. Red cloth as the team-colour area (sash and shield paint). Show front view, back view, side view, plus close-ups of the axe and the shield. Believable proportions with bold chunky shapes, prehistoric world with dinosaurs. No text.

A40. Tribe Clubman (was #3)

Why: it has no detailed model (MeleeContactTable.cs line 27 and UnitRenderer.Missiles.cs line 202: "the Clubman has no detailed model"; only the low-poly Art/Rigs/clubman.fbx from 10-09) and the owner has no concept for it.

Prompt

Character concept sheet for a stylized painted 3D RTS game, plain light grey background. A lean, wary prehistoric human tribal warrior, the cheapest early fighter. Weapon: a heavy wooden club with stone or bone studs, held low. Simple hide wrap, bone necklace, bare arms, teal chevron body paint and a teal cloth band as the team-colour area. Show front view, back view, side view and a close-up of the club. Believable proportions, bold readable shapes, primitive materials only. No text.

B41. Tribe Ceratopsian Lancer

Why: it has no detailed model (MeleeContactTable.cs line 27; only the low-poly Art/Rigs/ceratopsian_lancer.fbx from 10-09) and the owner has no concept for it.

Prompt

Character and mount concept sheet for a stylized painted 3D RTS game, plain light grey background. A tribal lancer riding a tamed, saddled horned dinosaur (a medium ceratopsian with a broad frill, brightly patterned in ochre and teal, natural colours). Rider: hide armour, a bone-and-wood lance with a flint head, a small round hide shield with a teal chevron, teal cloth as team colour. Mount: a hide saddle with bone stirrups, rope reins through a frill hole, feathers and beads hanging from the frill. Show front, back and side views of rider and mount together, plus close-ups of the lance, the saddle and the frill harness. Believable proportions, primitive materials only. No text.

B42. Tribe Heavy Triceratops

Why: it has no detailed model (MeleeContactTable.cs line 27; only the low-poly Art/Rigs/heavy_triceratops.fbx).

Prompt

Creature concept sheet for a stylized painted 3D RTS game, plain light grey background. A plated war triceratops carrying a two-archer platform: a lashed log howdah with hide walls and a teal chevron banner, bone plates strapped over its shoulders and flanks, horn tips capped with flint, a crew of two tribal archers. Natural, brightly patterned hide with feathered quills on the frill edge. Show front, back and side views, plus close-ups of the howdah, the plate straps and the horn caps. Believable weight and proportions, primitive materials only. No text.

B43. Tribe Stone Thrower

Why: it is still a low-poly rig (Art/Rigs/stone_thrower.fbx from 10-09). The owner has Ballista and Catapult concepts but none for this lighter tribal catapult.

Prompt

Siege engine concept sheet for a stylized painted 3D RTS game, plain light grey background. A light tribal catapult: a bent-sapling and sinew torsion arm on a lashed log frame with stone-wheel rollers, a woven basket sling holding a boulder, hide wraps, bone pegs, teal chevron paint on the frame; a two-person tribal crew. Show front, back and side views, plus the arm cocked and released, and close-ups of the lashings and the sling. Primitive materials only. No text.

B44. Tribe Battering Ram

Why: it is still a low-poly rig (Art/Rigs/battering_ram.fbx from 10-09) and has no concept.

Prompt

Siege engine concept sheet for a stylized painted 3D RTS game, plain light grey background. A hide-roofed log battering ram crewed by four tribesfolk: a huge tree-trunk ram with a fire-hardened, stone-capped head slung on ropes under an A-frame roof of stretched dinosaur hide on bent poles, teal chevrons painted on the hide, log rollers. Show front, back and side views, a cutaway showing the crew inside, and a close-up of the ram head. Primitive materials only. No text.

B45. Undead Meat Wagon

Why: it is still a low-poly rig (Art/Rigs/meat_wagon.fbx from 10-09). The owner's Undead folders (Bone Thrower, Ossuary Ram) are other ideas, not this unit.

Prompt

Siege engine concept sheet for a stylized painted 3D RTS game, plain light grey background. An undead corpse-hurling catapult: a rotting cart of ribs, bone and black wood on mismatched wheels, a throwing arm of a giant spine, a bucket heaped with corpses and offal, dripping, pulled by skeletal crew, violet and sickly green glow in the joints, rotten cloth as team colour. Show front, back and side views, plus close-ups of the arm, the bucket and the wheels. Grim and gory. No text.

C46-C49. Wild creatures still on low-poly models: Compsognathus, Deinosuchus, Quetzalcoatlus, Plesiosaur

Why: they are low-poly rigs only (Art/Rigs/compy.fbx, deinosuchus.fbx, quetzalcoatlus.fbx, plesiosaur.fbx; PlesioMotion.cs and RigAnimator.cs say "placeholder model ... until the Tripo one"). There is no owner concept under Dinos. These are existing species, not new ones.

Prompt template

Creature concept sheet for a stylized painted 3D RTS game, plain light grey background. [Creature], scientifically inspired, with natural but bright colouring and patterns, readable from a high RTS camera. Show front, back and side views and a head close-up. No text.

C50-C52. Boats, one sheet per faction

Why: the six boats are low-poly rigs (Art/Rigs/dugout_canoe, reed_raft, gut_skiff, war_raft, drowned_net, bone_barge from 10-21). OWNER_REQUESTS line 125 says "Tripo boat models" are still to come. Prompts (Vehicle concept sheet for a stylized painted 3D RTS game, plain light grey background, front, back, side and top views, no text):


5. Building concept images (for Blender; landscape: a three-quarter view from a high RTS camera plus front and side views, prop close-ups, no text)

The owner's concepts already cover the Tribe Lodge, Hut, Gathering Camp, War Hut, Watchtower, Shaman Hut, Egg Coop, Bone Forge and Siege Workshop; the Orc Great Hall, War Camp (Barracks), Spirit Lodge, Bestiary and War Tower; and the Undead Necropolis, Ziggurat, Crypt, Graveyard, Spirit Tower and Temple of the Damned. Those are not asked for again. The buildings below have no concept, and the Orc and Undead ones are still the 10-27 models (Art/Rigs/*.fbx dates; the Tribe set was rebuilt 11-07/11-08).

Common prompt ending for every building below: "Building concept sheet for a stylized painted 3D RTS game, prehistoric world, plain light grey background. Show a three-quarter view from a high RTS camera, front view, side view and close-ups of key props. Chunky readable shapes, believable construction, hand-painted textures, team-colour cloth area clearly marked. No text."

A53. Orc Burrow (population house) [orc_burrow]

Prompt

A fortified orc burrow dug into a low earth mound, a heavy timber-and-bone doorway framed with tusks, spiked log palisade stubs around it, hide flaps, smoke hole, red war banner (team colour), crude black iron bands. + common ending.

A54. Orc War Mill (forge) [war_mill]

Prompt

A brutal orc forge and weapon mill: a stone-and-black-iron furnace with glowing mouth, a huge water- or slave-driven grindstone wheel of stone and bone, racks of cleavers and axes, an anvil on a tree stump, red banners (team colour), sparks and smoke. + common ending.

A55. Orc Headhunter Den [headhunter_den]

Prompt

A grim orc headhunter's lodge: a long hide hall on bone poles, rows of skulls and shrunken trophy heads on stakes, throwing axes stuck in a chopping log, hanging dinosaur skins, red war marks (team colour). + common ending. Gory.

A56. Orc Scrap Yard (drop-off) [scrap_yard]

Prompt

An orc scrap yard and drop-off: a ring of scavenged iron, broken timber and bone walls, heaps of ore, logs and meat on hooks, a crude crane of logs and chain, a red banner (team colour). + common ending.

A57. Undead Bone Yard (Abomination workshop) [bone_yard]

Prompt

An undead bone yard where abominations are stitched: a charnel pit fenced with giant ribs, butcher slabs, hooks and chains with hanging corpses, a huge half-stitched body on a slab, sickly green glow, rotten cloth banners (team colour). + common ending. Grim and gory.

A58. Undead Necrotic Forge [necrotic_forge]

Prompt

An undead forge of dark stone and bone, a furnace burning with violet-green soul fire, bone bellows, anvils of black stone, black arrows and cursed blades on racks, skull ornaments, rotten cloth banners (team colour). + common ending.

A59. Undead Slaughterhouse (Death Rider / Meat Wagon / Bone Raptor workshop) [slaughterhouse]

Prompt

An undead slaughterhouse: a long barn of black timber and ribs, carcass hooks and drag chains, a skeletal steed stall, a half-built meat wagon outside, blood-stained ground, green lantern glow, rotten cloth banners (team colour). + common ending. Grim and gory.

B60. Orc Watch Tower (level 1) [orc_watch_tower]

Why: the oldest building model in the game (Art/Rigs/orc_watch_tower.fbx from 10-09). The owner's "Orc War Tower" concept is the level-2 tower.

Prompt

A spiked timber orc watch tower, smaller and rougher than the war tower: four lashed log legs, a hide-roofed lookout deck, a bundle of heavy throwing spears, skulls on spikes, a red banner (team colour). + common ending.

B61. Orc Boar Pen (food farm) [boar_pen]

Prompt

An orc boar pen: a muddy enclosure of spiked logs, fat tusked boars, a crude feeding trough, a swineherd's hide shelter, bones and scraps, a red banner (team colour). + common ending.

B62. Orc Spiked Barricade and Spiked Gate [spiked_barricade, spiked_gate]

Prompt

A modular orc wall section of iron-bound timber with cruel outward stakes, plus a matching roll-up gate that lifts on chains between two spiked posts, red war marks (team colour); show a straight piece, a corner and the gate open and shut. + common ending.

B63. Orc Raft Yard (dock) [raft_yard]

Prompt

An orc shoreline raft yard: log slipways into the water, a half-built war raft, hide drying racks, fish on hooks, a crude crane, red banners (team colour). + common ending.

B64. Undead Flesh Vat (food farm) [flesh_vat]

Prompt

An undead flesh vat: a huge bubbling cauldron of bone and iron on a stone base, pink-grey flesh broth, a ghoul tending it with a bone ladle, pipes of rib, sickly green fumes, rotten cloth banner (team colour). + common ending. Gory.

B65. Undead Bone Wall and Bone Gate [bone_wall, bone_gate]

Prompt

A modular undead wall of fused ribs and dark stone, plus a matching roll-up gate of interlocking ribs that rises on chains between two skull-topped pillars, faint violet glow in the joints, rotten cloth (team colour); show a straight piece, a corner and the gate open and shut. + common ending.

B66. Undead Bone Wharf (dock) [bone_wharf]

Prompt

An undead wharf: a jetty of black planks on giant rib pilings, a rotting hull moored, nets of the drowned hanging, green lanterns, rotten cloth banner (team colour). + common ending.

C67. Tribe buildings already rebuilt without a concept: Hunting Lodge, Beast Pen, Fishing Pier, Palisade Wall and Gate

Why: these were rebuilt 11-07/11-08 (OWNER_REQUESTS line 374) but have no owner concept. Ask only if you want another pass. Prompts (teal chevron cloth as team colour, hide, bone, flint and sinew; + common ending):

C68. Shaman Hut props (totems and skulls)

Why: OWNER_REQUESTS line 374: "Shaman Hut v3 (totems/skulls stay placeholders)".

Prompt

Prop concept sheet for a stylized painted 3D RTS game, plain light grey background: tribal spirit totems carved from wood and bone (three heights), painted teal and ochre, with feathers and beads; animal and dinosaur skulls on stakes; a small offering altar with herbs and bowls. Front and side views of each. No text.

C69. Neutral camp and lair buildings: Skeleton Crypt, Raider Camp, Raptor Nest, Rex Lair, Ancient Barrow and its seal stones

Why: low-poly rigs only (Art/Rigs/camp_crypt, camp_raider, camp_nest, rex_lair, ancient_barrow, barrow_seal, barrow_stone, 10-09/10-27).

Prompt

Use the descriptions from B36-B38, plus: Rex Lair, a huge trampled nest in a rocky hollow with giant bones and a T-Rex egg clutch; Ancient Barrow, a grass-covered burial mound with a stone door and three standing seal stones carved with spirals. + common ending.


6. Menus, screens, emblems, cursors

The faction emblems exist and are painted (Icons/faction_tribe.png, faction_orc.png, faction_undead.png). The main menu, lobby and loading screen show the live 3D world behind them (AudioVolumes.cs line 14), so no screen is blank today; these are upgrades.

B70. Main menu / store key art, landscape 16:9 (was #5)

Why: the title is drawn as text only (MainMenu.cs line 127, DrawEmberTitle("PRIMEVAL")). There is no key art for the menu, store page or itch cover.

Prompt

Epic painted key art for a prehistoric fantasy RTS. A towering ancient Jurassic forest with giant trees; in the foreground a tribal human war band with teal war paint and spears faces a horde of green orcs with bone axes, while a feathered, brightly coloured Tyrannosaurus roars between them and pale undead skeletons rise from mist at the edge. Dramatic light shafts, rich but natural colour, not cartoon-bright, gritty and bloody mood. Leave clear space in the upper third for a logo. No text.

B71. PRIMEVAL logo / wordmark, wide transparent PNG

Why: there is no logo file; the title is a styled font (MainMenu.cs line 127).

Prompt

Game logo for a prehistoric fantasy RTS called "PRIMEVAL": bold chiselled stone letters cracked and weathered, a raptor sickle claw forming the V, flint chips and a few teal feathers bound with sinew, ember glow in the cracks, isolated on a plain flat background for cutting out. The only text is the word PRIMEVAL.

B72. Loading screens, one per land, 16:9 (was #6, corrected)

Why: there is no loading art, and the live backdrop shows during loading. The real lands are the five biomes in the code (MapGenerator.cs MapBiome: Temperate, Snow, Desert, Tropic, Volcanic; the lobby names them FOREST, SNOW, DESERT, JUNGLE and VOLCANIC in LobbySetup.cs lines 550-575). The fifth is not a swamp: it is a tropical lagoon jungle (Ammonite Lagoon: jungle islands across a turquoise lagoon, wading fords, coral islets). Forest has an "Elderwood" giant-redwood variant, and desert has "Gobi sand" and "red Badlands" variants.

Prompt

Painted environment illustration for a prehistoric fantasy RTS loading screen, no characters in front, dinosaurs small in the distance, giant ancient trees. Make seven versions: (a) temperate Jurassic forest with fern meadows and a winding river; (b) Elderwood, ancient giant redwoods over sunlit fern glades; (c) polar winter, a frozen lake, snow-dusted pines and steaming hot springs; (d) pale Gobi-style sand desert with dunes and fossil bones; (e) red sandstone badlands canyons with mesas and a turquoise palm oasis; (f) tropical jungle islands across a turquoise lagoon with palms, coral shallows and wading fords; (g) volcanic land under an active volcano, black basalt, ash, lava glow and sheltered green springs. Rich natural colour, moody light. No text.

B73. Victory and Defeat banners, 16:9 (or wide banner with a transparent background), one pair per faction

Why: the game-over overlay is text and score tables on flat panels (GameOverPanel.cs; it draws only Texture2D.whiteTexture boxes). Prompts (painted, dramatic, room in the centre for the word VICTORY or DEFEAT added in game, no text):

B74. Campaign chapter illustrations, 16:9 (was #7, now writable)

Why: the campaign exists (MissionText.cs: a Prologue plus three chapters for each faction) and its briefings show text only.

Prompt template

Painted cinematic illustration for a prehistoric fantasy RTS campaign chapter, 16:9, rich natural colour, gritty mood, no text. [Scene].

C75. Lobby map preview thumbnails, 16:9 (15 maps)

Why: the lobby lists maps by name and text only (DisplayCatalog.cs lines 36-64), with no preview picture.

Prompt template

Painted top-down strategic map preview for a prehistoric fantasy RTS, high oblique angle, readable terrain, no text. [Map]: Random (a neutral misty forest), Riverbend (two starts around a winding river), Four Fangs (four corner strongholds), Tar Pit Valley (two lanes and a tar valley), Three Falls (three wedges split by rivers and fords), Great Rift (a canyon with three crossings), Twin Spires (rock shelves and one central ford), Fernwood Crossing (a broken river, four fords, fern groves), Seven Wells (red desert crater well, palm oases), Bonewater (red badlands, dune streets, a last oasis), Ammonite Lagoon (jungle islands, turquoise lagoon), Rimeheart (a frozen mere, hot springs), Emberfall Caldera (basalt lanes under a volcano), Elderwood Basin (giant redwoods, three river crossings), Titans' Rest (sandstone canyons with immense fossil ribs).

C76. Painted cursors, square 128 transparent PNG, a set of seven

Why: all cursors are drawn in code (GameCursor.cs lines 30 and 83: seven procedurally drawn textures).

Prompt

Set of seven hand-painted RTS mouse cursors on a transparent background, each a single bold object with a dark outline, tip at the top-left: (1) default: a flint arrowhead pointer; (2) attack: a crossed bone axe and spear in red; (3) gather: a stone axe; (4) repair: a stone mallet; (5) target attack: a red flint crosshair ring; (6) target move: a green flint crosshair ring; (7) spell: a glowing teal-violet rune ring. No text.


7. Resource and minimap icons

The resource icons exist and are painted (res_food, res_wood, res_iron, res_gold, res_population, fish_shoal). The minimap draws coloured dots plus the painted alarm and flare icons, so it needs nothing.

B77-B83. Resource node portraits: Berry Bush, Carcass, Grave, Corpse, Gold Ore, Iron Ore, Tree [node_berry_bush, node_carcass, node_grave, node_corpse, node_gold, node_iron, node_tree]

Why: when a resource is selected, the panel shows the stockpile icon (InfoPanel.cs lines 964-975: berry bush, carcass, grave and corpse all show res_food, and every tree shows res_wood).

Prompt template

Hand-painted fantasy RTS portrait, square. [Object]. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border.

C84. Undead food icon (flesh) [res_food_undead]

Why: the Undead gather "flesh" (DisplayCatalog.Undead.cs line 105, and the Drowned Nets text) but show the same food icon as the living.

Prompt

Hand-painted fantasy RTS resource icon, square. A slab of grey-pink raw flesh on a bone hook, dripping, faint green rot fumes. Dark, nearly black vignette background, a small strip of rocky ground along the bottom. Bold readable silhouette, painterly brushwork, no text, no border.


8. Other placeholder visuals

B85-B88. Achievement badges that show benched Human Kingdom art

Why: four achievements point at the old 128 px Human placeholder icons (Achievements.cs: "Clash of Armies" and "Master of Muster" use barracks, "Holding Fast" uses guard_tower, "Seasoned Defenders" uses stone_wall).

Prompt template

Hand-painted fantasy RTS achievement badge, square. [Object] on a round carved bone-and-stone medallion. Dark, nearly black vignette background. Bold readable silhouette, painterly brushwork, strong rim light, no text, no border.

B89. Dismemberment / gore reference sheet (was #4)

Why: blood and gore are in the game, but Art/VFX/Gore holds no image files. The owner's blood concept (local file: owner_blood_concept.png) covers the splatter look, not the body parts.

Prompt

Concept sheet for a stylized painted 3D RTS game, plain grey background: battle damage pieces for prehistoric tribal humans, green orcs and skeleton undead: severed arm, severed leg, head, torso cut, bone fragments, blood pools and blood splash shapes seen from a high top-down camera. Painted style, realistic but not photographic, readable at small size. No text.

C90. Achievement badge set (all 34)

Why: every achievement reuses a unit, faction or command icon (Achievements.cs, 34 entries), for example "Scarred No More" (slay Old Scar) shows a raptor. Write these only if you want a proper badge set; use the B85-B88 template.


Not needed while Human Kingdom is benched

There are about 45 Human Kingdom icons and portraits: the 128 px renders footman, knight, priest, peasant, halberdier, crossbowman, barracks, blacksmith, farm, lumber_mill, town_hall, windmill, stone_wall, stone_gate, guard_tower, siege_ballista, siege_works, archery_range, chapel, faction_human and every research_human_*. They are all placeholders. They are left out on purpose and only matter if Humans come back.

Not checked