---
title: Make isometric tiles and buildings from sketches
display: 'Make *isometric* tiles and buildings from sketches'
nav_title: Isometric buildings
summary:
  - "A starter village block for Pipsqueen, a mobile strategy game: a goat stable in two levels, a windmill and the town hall on grass and cobblestone tiles."
  - "Let a sketch fix each layout, an approved building fix the style, and code cut the tile geometry."
  - "Each extra building is one image run and each ground type one texture run; keep Erase Seam on, and measure the projection angle."
description: Turn rough layout sketches into a matching set of isometric buildings, upgrades and ground tiles that share one projection, light and palette.
section: playbooks
order: 16
type: playbook
topic: Games
level: Build
roles: [artist]
time: { read: 10, do: 30, wait: 5 }
needs: ["Any plan with credits", "A rough sketch per building (paper, tablet or a few lines in any drawing tool)", "A short image script, or any editor that can rotate and scale"]
last_verified: 2026-10-16
models_checked: ["GPT Image 2.5 Sunburst", "Scenario Texture"]
hero: playbooks/isometric-tiles-and-buildings/hero-pipsqueen-village-block.webp
related: [game-icon-set, game-ui-kit, sprite-sheet-animation, seamless-textures]
run_in: [model_openai-gpt-image-2-5-sunburst, model_scenario-texture]
# the use case made, on scenario.com/explorations, and the platform workflows that run it
made_with:
  - { slug: pit-tactics, title: "Pit Tactics" }
run_with:
  - { id: wflow_isometric-tile-maker, name: "Isometric Tile Maker" }
thumb: playbooks/isometric-tiles-and-buildings/thumb.webp
video: tutorials/isometric-tiles-and-buildings.mp4
chapters:
  - { at: 0, title: "The isometric village to make", image: "/media/images/playbooks/isometric-tiles-and-buildings/ch-01-the-isometric-village-to-make.webp" }
  - { at: 17, title: "Sketch first, style anchor second", image: "/media/images/playbooks/isometric-tiles-and-buildings/ch-02-sketch-first-style-anchor-second.webp" }
  - { at: 38, title: "One job per reference", image: "/media/images/playbooks/isometric-tiles-and-buildings/ch-03-one-job-per-reference.webp" }
  - { at: 58, title: "The approved building is the new anchor", image: "/media/images/playbooks/isometric-tiles-and-buildings/ch-04-the-approved-building-is-the-new-anchor.webp" }
  - { at: 72, title: "New buildings, same frame", image: "/media/images/playbooks/isometric-tiles-and-buildings/ch-05-new-buildings-same-frame.webp" }
  - { at: 96, title: "A tileable texture, Erase Seam on", image: "/media/images/playbooks/isometric-tiles-and-buildings/ch-06-a-tileable-texture-erase-seam-on.webp" }
  - { at: 111, title: "Rotate, squash, mask", image: "/media/images/playbooks/isometric-tiles-and-buildings/ch-07-rotate-squash-mask.webp" }
  - { at: 123, title: "Measure what the eye misses", image: "/media/images/playbooks/isometric-tiles-and-buildings/ch-08-measure-what-the-eye-misses.webp" }
  - { at: 154, title: "Run it as an App: Isometric Tile Maker and Isometric Evolution", image: "/media/images/playbooks/isometric-tiles-and-buildings/ch-09-run-it-as-an-app-isometric-tile-maker-and-isomet.webp" }
  - { at: 166, title: "Recap", image: "/media/images/playbooks/isometric-tiles-and-buildings/ch-10-recap.webp" }
steps:
  - title: "Sketch first, style anchor second"
    text: "A model follows shapes far better from a drawing than from words. Create › Images › GPT Image 2.5 Sunburst, Reference Images › Select from Library: the stable sketch first, then the approved town hall for style; Dimensions 1:1, Quality high, Background transparent."
  - title: "One job per reference"
    text: "The sketch sets the layout and the town hall sets the look, but not the building. Then the prompt fixes what every building in the set shares: the isometric angle, the camera corner and light from the top left."
    prompt: |-
      Reference 1 is a rough layout sketch: follow its shapes, proportions and placement exactly (a barn on one isometric ground tile, gable roof with the ridge running from front-left to back-right, a big arched double door on the left wall, a round hay-loft window in the right gable, a goat weathervane on the roof ridge, a small fenced pen with a water trough on the right of the tile, two hay bales by the door). Reference 2 is the style anchor of the game: match its chunky stylized 3D look, soft global illumination, tactile materials, warm saturated palette and blue-and-gold accents. Do not copy the building.

      Game asset: the Goat Stable, level 1, home of Queen Pip's battle goats, for a mobile strategy game. True 2:1 isometric projection, camera from the front corner, light from the top left. Painted timber walls on a rounded stone base, blue slate roof, gold trim, a blue banner with a small gold crown by the door, a chunky gold goat weathervane, a round hay-loft window stuffed with hay. The building sits on one grass diamond tile with a short cobblestone path to the door, tile edges matching the sketch's tile. Single building, centered, transparent background, no cast shadow outside the tile, no text. Style: chunky stylized 3D at the standard of the world's top mobile strategy studios: thick silhouettes, big heads and hands, soft global illumination, tactile materials (painted wood, brushed steel, felt cloth), warm saturated palette, readable at phone size.
  - title: "The approved building is the new anchor"
    text: "Reference Images › Remove All, then attach only the approved level 1 stable, and ask for the same building grown, not replaced. The level 2 came back on one tile instead of the 2 by 2 block asked for: words alone don't change a footprint, so draw it in the sketch."
    prompt: |-
      The reference image is the level 1 Goat Stable of a mobile strategy game. Draw its level 2 upgrade: the same building grown, not replaced. Keep the same 2:1 isometric projection, camera corner, top-left light, scale of doors and windows, chunky stylized 3D look, painted timber walls on a rounded stone base, blue slate roof, gold trim, arched double door, round hay-loft window, blue crown banner and gold goat weathervane. Add a second wing on the right side with a hay loft and a pulley hoist, a taller stone chimney, a larger fenced pen with three goats, and a gold saddle rack by the door. The footprint grows to fill one 2 by 2 block of grass tiles with straight diamond edges. Single building, centered, transparent background, no text.
  - title: "New buildings, same frame"
    text: "New buildings work the same way, with one approved building as the only reference. The windmill's prompt opens by asking it to match the reference's projection, camera corner and light and not to copy the building, then describes the windmill."
  - title: "A tileable texture, Erase Seam on"
    text: "Create › Textures › Scenario Texture, Reference Images: the town hall, so the colors match. Dimensions 1024x1024 and Erase Seam on, so the texture repeats with no visible line; measured, the edges matched the middle with it on and were almost twice as contrasted without it."
    prompt: |-
      Stylized ground texture for a mobile strategy game: short lush grass with small clover patches and a few tiny white and yellow flowers, soft painted shading, warm saturated palette, viewed straight from above, even lighting.
  - title: "Rotate, squash, mask"
    text: "Code turns the texture into a tile: rotate it 45 degrees, squash it to half height and mask the diamond. The model only paints the surface."
agent_steps:
  - title: "Connect the Scenario MCP"
    text: "Connect your agent and sign in once at [mcp.scenario.com](https://mcp.scenario.com). Then tell it which Scenario team and project to use, so every file lands there."
  - title: "Give the agent the files"
    text: "The rough sketch of each building (here the goat stable, then its level 2 with a 2 by 2 footprint drawn in), and the approved town hall as the style anchor. Upload them with upload_asset or give their asset IDs; for each building the sketch goes first and the anchor second."
  - title: "Brief the agent: the first building"
    prompt: |-
      Make the level 1 Goat Stable with GPT Image 2.5 Sunburst (model_openai-gpt-image-2-5-sunburst). referenceImages as an array: the stable sketch first, the town hall second. Square (1:1), quality "high", background "transparent". Quote the cost with a dry run first and wait for my go.

      Prompt, word for word:
      Reference 1 is a rough layout sketch: follow its shapes, proportions and placement exactly (a barn on one isometric ground tile, gable roof with the ridge running from front-left to back-right, a big arched double door on the left wall, a round hay-loft window in the right gable, a goat weathervane on the roof ridge, a small fenced pen with a water trough on the right of the tile, two hay bales by the door). Reference 2 is the style anchor of the game: match its chunky stylized 3D look, soft global illumination, tactile materials, warm saturated palette and blue-and-gold accents. Do not copy the building.

      Game asset: the Goat Stable, level 1, home of Queen Pip's battle goats, for a mobile strategy game. True 2:1 isometric projection, camera from the front corner, light from the top left. Painted timber walls on a rounded stone base, blue slate roof, gold trim, a blue banner with a small gold crown by the door, a chunky gold goat weathervane, a round hay-loft window stuffed with hay. The building sits on one grass diamond tile with a short cobblestone path to the door, tile edges matching the sketch's tile. Single building, centered, transparent background, no cast shadow outside the tile, no text. Style: chunky stylized 3D at the standard of the world's top mobile strategy studios: thick silhouettes, big heads and hands, soft global illumination, tactile materials (painted wood, brushed steel, felt cloth), warm saturated palette, readable at phone size.
  - title: "Upgrades and new buildings from the approved one"
    text: "The approved building becomes the only reference. Words alone did not change the footprint: the level 2 came back on one tile until the 2 by 2 block was drawn in the sketch."
    prompt: |-
      Use the approved level 1 stable's asset ID as the only reference, same settings. Level 2 prompt, word for word:
      The reference image is the level 1 Goat Stable of a mobile strategy game. Draw its level 2 upgrade: the same building grown, not replaced. Keep the same 2:1 isometric projection, camera corner, top-left light, scale of doors and windows, chunky stylized 3D look, painted timber walls on a rounded stone base, blue slate roof, gold trim, arched double door, round hay-loft window, blue crown banner and gold goat weathervane. Add a second wing on the right side with a hay loft and a pulley hoist, a taller stone chimney, a larger fenced pen with three goats, and a gold saddle rack by the door. The footprint grows to fill one 2 by 2 block of grass tiles with straight diamond edges. Single building, centered, transparent background, no text.

      For the windmill, also with the approved stable as the only reference, open the prompt with this, word for word, then describe the windmill:
      The reference image is a building from the same mobile strategy game: match its 2:1 isometric projection, camera corner, top-left light, scale of doors and windows, chunky stylized 3D look and palette. Do not copy the building,

      Quote both first and wait for my go.
  - title: "The ground textures"
    prompt: |-
      Make the ground with Scenario Texture (model_scenario-texture): the town hall as the reference so the palette matches, 1024 x 1024, with Erase Seam on (read model_schema_get for its parameter name). One surface per run. Grass prompt, word for word:
      Stylized ground texture for a mobile strategy game: short lush grass with small clover patches and a few tiny white and yellow flowers, soft painted shading, warm saturated palette, viewed straight from above, even lighting.

      Then, in code, turn each texture into a tile: rotate it 45 degrees, squash it to half height and mask the diamond.
  - title: "Check the set, file and report"
    text: "Accept when every building follows its sketch, the footprint edges run at the same angle as the tiles, light comes from the top left on every roof, doors are the same height, and tiles repeat with no visible line. Reject a different camera corner, a square footprint, invented letters on a sign or a seam."
    prompt: |-
      Measure the angle of each footprint's diamond edges against the tiles, and the edge contrast of each texture at the wrap-around against its interior. Tell me which buildings or textures fail and redo only those. Then create a collection for the village block with the buildings and textures, and report the models, every asset ID and the total cost spent.
updated: 2026-10-16
canonical: https://learn.scenario.com/playbooks/isometric-tiles-and-buildings
---

Last updated: 2026-10-16

# Make isometric tiles and buildings from sketches

> Turn rough layout sketches into a matching set of isometric buildings, upgrades and ground tiles that share one projection, light and palette.

In short:

- A starter village block for Pipsqueen, a mobile strategy game: a goat stable in two levels, a windmill and the town hall on grass and cobblestone tiles.
- Let a sketch fix each layout, an approved building fix the style, and code cut the tile geometry.
- Each extra building is one image run and each ground type one texture run; keep Erase Seam on, and measure the projection angle.


One rough sketch taken to a finished isometric building, grown into an upgrade and joined by a second building, plus the ground tiles they stand on. For city-builders, mobile strategy and tactics games, where every building shares one diamond grid, camera corner and light.

:::note As of October 2026
The models, settings and screens in this article are the ones Scenario offered in October 2026. New models and updates arrive often, so check the app for newer options before you choose.
:::

![An isometric village block on grass tiles crossed by cobblestone paths: a round stone town hall with a blue roof, a two-wing goat stable, a windmill and a small one-wing goat stable](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/4e0a700c41907618c7b842061bef2f1c2b96da1acc35153b93ddedebdf306b82.webp "The town hall anchor, the stable at levels 1 and 2 and the windmill, laid out on tiles cut in code.")

## The brief

| Field | Brief |
|---|---|
| Goal | A starter block for Pipsqueen, a mobile strategy game by the invented studio Brightkeep Games: Goat Stable (2 levels), Windmill, grass and cobblestone ground tiles |
| Format | Buildings 1024x1024 transparent PNG; tiles 256x128 diamonds |
| Fixed | 2:1 isometric projection, camera from the front corner, light from the top left, scale of doors and windows, chunky stylized 3D look, royal blue and gold accents |
| May vary | Building shape and details |
| Accept when | Buildings and tiles placed together read as one game; every building sits on a diamond footprint that fits the grid |

The style comes from Pipsqueen's approved town hall, the game's building anchor. The same anchor and the stable are reused in [Game UI kit](https://learn.scenario.com/playbooks/game-ui-kit.md).

## Approach

:::flow
Sketch | Footprint, roof, door, landmarks | image
First building | GPT Image 2.5 Sunburst, sketch plus style anchor | image
More buildings | Approved building as the anchor | image
Ground textures | Scenario Texture, Erase Seam on | image
Cut tiles | Rotate, squash to a 2:1 diamond | image
:::

Three decisions make a set hold together.

1. **A sketch fixes the layout** ([Use a blockout as the guide](https://learn.scenario.com/browse)). A few lines give the model the footprint, the roof direction and where the door goes. The model follows shapes far more reliably from a drawing than from a paragraph. The sketch in this run was drawn in code as a stand-in for a hand sketch; a phone photo of a pencil drawing works the same way.
2. **An approved building is the anchor** ([Lock a style anchor](https://learn.scenario.com/browse)). Every later building is generated with it attached and the instruction to match its projection, camera corner, light and scale, and not to copy the building itself. See [Give references a role](https://learn.scenario.com/browse).
3. **Tiles come from tileable textures, cut in code** ([Do the exact part in code](https://learn.scenario.com/browse)). A square tileable texture rotated 45 degrees and squashed to half height becomes an exact 2:1 diamond. The geometry is exact because code does it; the model only paints the surface. See [Let code own what must be exact](https://learn.scenario.com/browse).

Models, as of October 2026:

- **Buildings:** GPT Image 2.5 Sunburst with **Background** set to transparent.
- **Ground textures:** Scenario Texture with **Erase Seam** on.
- **Alternative:** PATINA Material when you need full PBR maps for a 3D engine rather than painted 2D tiles.

## Steps

:::steps
1. **Sketch the building on its tile.** Draw the diamond footprint first, then the walls, roof, door, windows and any landmark (here: an arched double door, a round hay-loft window, a goat weathervane, a fenced pen with a trough and two hay bales). Keep lines simple. Upload it to your library.

2. **Generate the first building from the sketch.** Open **Create**, choose **Images**, pick **GPT Image 2.5 Sunburst**. Under **Reference Images**, add the sketch first and the style anchor second (here, the town hall). Set **Dimensions** to 1:1 (1024x1024), **Quality** to `high` and **Background** to `transparent`. Use the prompt below and click **Generate**. The price shows on the button before you run.

3. **Approve it.** Check the diamond edges against a 2:1 guide, the light direction and the transparent background. The stable now joins the town hall as a reference for the set.

4. **Grow the upgrade from the approved building.** Attach only the level 1 stable and describe what changes (prompt below).

5. **Add new buildings the same way.** For the windmill, the prompt opened with "The reference image is a building from the same mobile strategy game: match its 2:1 isometric projection, camera corner, top-left light, scale of doors and windows, chunky stylized 3D look and palette. Do not copy the building," then described the windmill.

6. **Make the ground textures.** Open **Create**, choose **Textures**, pick **Scenario Texture**. Attach the town hall under **Reference Images** so the palette matches, set **Dimensions** to 1024x1024, turn on **Erase Seam**, and prompt one surface per run (prompt below).

7. **Cut the tiles in code.** Tile each texture 3 by 3, rotate 45 degrees, crop one period, scale it to 256 pixels wide and 128 high, and mask the diamond. Lay the tiles and buildings on one grid to check them together.
:::

The level 1 prompt as run:

```text
Reference 1 is a rough layout sketch: follow its shapes, proportions and
placement exactly (a barn on one isometric ground tile, gable roof with the
ridge running from front-left to back-right, a big arched double door on the
left wall, a round hay-loft window in the right gable, a goat weathervane on
the roof ridge, a small fenced pen with a water trough on the right of the
tile, two hay bales by the door). Reference 2 is the style anchor of the
game: match its chunky stylized 3D look, soft global illumination, tactile
materials, warm saturated palette and blue-and-gold accents. Do not copy the
building.

Game asset: the Goat Stable, level 1, home of Queen Pip's battle goats, for a
mobile strategy game. True 2:1 isometric projection, camera from the front
corner, light from the top left. Painted timber walls on a rounded stone base,
blue slate roof, gold trim, a blue banner with a small gold crown by the door,
a chunky gold goat weathervane, a round hay-loft window stuffed with hay. The
building sits on one grass diamond tile with a short cobblestone path to the
door, tile edges matching the sketch's tile. Single building, centered,
transparent background, no cast shadow outside the tile, no text. Style:
chunky stylized 3D at the standard of the world's top mobile strategy
studios: thick silhouettes, big heads and hands, soft global illumination,
tactile materials (painted wood, brushed steel, felt cloth), warm saturated
palette, readable at phone size.
```

The upgrade prompt as run (style paragraph appended):

```text
The reference image is the level 1 Goat Stable of a mobile strategy game.
Draw its level 2 upgrade: the same building grown, not replaced. Keep the
same 2:1 isometric projection, camera corner, top-left light, scale of doors
and windows, chunky stylized 3D look, painted timber walls on a rounded stone
base, blue slate roof, gold trim, arched double door, round hay-loft window,
blue crown banner and gold goat weathervane. Add a second wing on the right
side with a hay loft and a pulley hoist, a taller stone chimney, a larger
fenced pen with three goats, and a gold saddle rack by the door. The footprint
grows to fill one 2 by 2 block of grass tiles with straight diamond edges.
Single building, centered, transparent background, no text.
```

The grass texture prompt as run (cobblestone: the same with "rounded warm-grey cobblestones with thin moss lines in the gaps"):

```text
Stylized ground texture for a mobile strategy game: short lush grass with
small clover patches and a few tiny white and yellow flowers, soft painted
shading, warm saturated palette, viewed straight from above, even lighting.
```

**With the Scenario MCP:** run `model_openai-gpt-image-2-5-sunburst` with `referenceImages: [sketch_id, anchor_id]` and `background: "transparent"`, then reuse the returned asset id as the only reference for the upgrade and new buildings.

Textures are `model_scenario-texture` with `eraseSeam: true`. Download buildings with `format: "png"` to keep the alpha channel.

:::compare
![The code-drawn pencil sketch of a barn on a tile next to the generated goat stable on a checkerboard](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/e9b865d2e0497f665850a6bfd0c68d837f798c1b5b6056b09754cd88ac5908af.webp "The sketch fixed the footprint, roof direction, door, round window, weathervane, pen and hay bales.")
![Level 1 goat stable, level 2 stable with a second wing, and the windmill side by side on a checkerboard](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/3f29f06ec3b6763650c91959eae3c9fe705e680bda21d9814fcbcc24c7ac0859.webp "Level 1, level 2 and the windmill: same camera corner, light and palette.")
:::

## Check the result

:::check
**Accept when:** every building follows its sketch; the diamond edges of each footprint run at the same angle as the tiles; light comes from the top left on every roof; doors are the same height across buildings; tiles repeat with no visible line.
**Reject when:** a building turns to a different camera corner, the footprint is a square or a different angle, a sign or banner carries invented letters, or a tile shows a seam when repeated.
:::

- **Sketch followed.** Footprint, roof direction, arched door, round window in the gable, weathervane on the ridge, the pen on the right and the hay bales all landed where they were drawn.
- **Upgrade grown, not replaced.** Level 2 kept the first building's walls, door, window, banner and weathervane, and added the right wing, hoist, chimney and three goats as asked.
- **The footprint did not double.** The prompt asked for a 2 by 2 block; level 2 came back on the same size of tile as level 1, with doors at the same scale. In the block above it still reads as an upgrade, but a game that snaps buildings to a grid needs the footprint fixed in the sketch, not in words.
- **The angle is steeper than 2:1.** Measured along the bottom edges of the footprints, all three buildings sit at a slope of 0.54 to 0.64, closer to a 30-degree view than to 2:1 (0.50). On busy grass the difference is hard to see. For flush placement, draw the footprint at the exact angle in the sketch, or cut the tiles at the angle you measure.

To test **Erase Seam**, the grass texture was also generated with it off, which costs slightly less. Measured at the wrap-around edges, the edge contrast was about 1.7 times the interior contrast without it, and 1.02 to 1.04 with it. The cobblestone, also made with it on, measured 0.82 to 1.11.

On busy grass the difference is hard to see by eye, which is why the measurement is worth running. Flat surfaces such as sand or plaster show a join much sooner. Keep it on for ground textures.

![Repeated grass texture without and with Erase Seam, zoomed on the joins](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/67523c22b766add84fa0796046c8be818ddeb3683ce5829df1a408091c1aebe2.webp "Left: Erase Seam off. Right: on. The joins run through the center of each crop.")

:::gallery Tiles cut in code
![Grass and cobblestone textures each repeated two by two](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/65967a0e1ad03b23a7be28650b717523acf5b905e90d7b3aa6a0c86577099a01.webp "Both textures repeated two by two, made with Erase Seam on.")
![Two 256 by 128 diamond tiles, grass and cobblestone, enlarged two times](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/50b4169c2e42e06260ba34638a04706a5e574a73ffbb3aaa64d1a9feb8fe28b2.webp "The cut tiles: rotated 45 degrees, squashed to 2:1, masked to a diamond.")
:::

One mismatch remains in this set: each building comes with its own patch of ground baked into its footprint, more detailed than the shared tiles. On the block it reads as a yard, which works here.

If your game needs buildings to sit flush on the shared tiles, ask for "no ground, the building stands on an empty transparent diamond" and let the tile under it show.

:::quiz Check yourself
? Two runs of the same grass texture, repeated and zoomed on the joins. By eye, neither shows a clear line. How do you choose which one to tile?
![Repeated grass texture in two versions side by side, zoomed on the joins](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/67523c22b766add84fa0796046c8be818ddeb3683ce5829df1a408091c1aebe2.webp "Left: Take A. Right: Take B")
- [ ] Either one: if no join shows by eye on busy grass, the setting does not matter
- [x] Measure the edge contrast at the wrap-around against the interior, and keep the run made with Erase Seam on
- [ ] Keep the one with more flowers, since extra detail hides the join
> Without Erase Seam the edges measured about 1.7 times the interior contrast; with it, 1.02 to 1.04. Flat surfaces show a join much sooner, so keep it on for ground textures.

? The level 2 stable came back on the same footprint as level 1, though the prompt asked for a 2 by 2 block. What do you change?
- [ ] Scale the image up in an editor until it covers four tiles
- [x] Draw the 2 by 2 footprint in a sketch, attach it first and the level 1 stable second, and run the upgrade again
- [ ] Repeat "2 by 2 block" three times in the prompt
> A sketch fixes layout far more reliably than words; scaling the image would also scale the doors and break the set's proportions.
:::

## Make it repeatable

- **Keep the anchor and the prompt frame.** Store the anchor building, the two tile textures and the prompt frame ("match its projection... Do not copy the building") in one collection. A new building is a sketch plus one paragraph.
- **Workflow for new buildings** ([Package it as a workflow or skill](https://learn.scenario.com/browse)). In the **Node Editor**: an **Image** input for the sketch, an **Image** node with the anchor, a **Text** input for the building description, a **Prompt Builder** that adds the fixed frame, an **Image Generator** on GPT Image 2.5 Sunburst with transparent background, and an **Approval** node. See [Build your first workflow](https://learn.scenario.com/workflows/build-your-first-workflow.md).
- **Platform Apps to compare.** Under **Workflows**, **Apps**: **Isometric Tile Maker** turns a building photo into an isometric tile, and **Isometric Evolution** generates six construction and destruction states from one isometric building. Run them on your anchor before building your own.

## Runs and time

| Step | Model | Runs | Kept | Wait |
|---|---|---|---|---|
| Goat Stable level 1 from sketch | GPT Image 2.5 Sunburst, 2 references | 1 | 1 | about 65 s |
| Level 2 upgrade and windmill | GPT Image 2.5 Sunburst, 1 reference | 2 | 2 | about 45 s each |
| Grass and cobblestone textures | Scenario Texture, **Erase Seam** on | 2 | 2 | about 2 min each |
| Grass without **Erase Seam** (comparison) | Scenario Texture | 1 | 0 | about 70 s |
| Tile cutting, measures and layout | local script | 0 | n/a | seconds |

About 5 minutes with the runs in parallel. A texture run costs a few times a building, so ground types are most of the cost; skip the comparison run once you trust **Erase Seam**. The price shows on the **Generate** button before you run.

## Variations

- **Building damage and construction states:** attach the anchor and describe the state ("scaffolding on the left wall, roof half tiled"), or run **Isometric Evolution**.
- **Props and decoration:** benches, lamp posts and hay carts on a single small tile, with the anchor attached; see [Props and items from sketch](https://learn.scenario.com/playbooks/props-and-items-from-sketch.md).
- **Pixel-art isometric:** generate as here, then **Pixelate** with a fixed palette, or use **Retro Diffusion Tile** for small pixel tiles.
- **Board games and maps:** the same tiles make printable hex or diamond boards; keep the light direction fixed so tiles can be rotated only in 180-degree steps.
- **Seasonal sets:** reskin the approved buildings for winter; see [Reskin a set of assets](https://learn.scenario.com/playbooks/edit-one-thing-campaign.md).

## If it breaks

- **The building turns to another camera corner.** Draw the footprint diamond in the sketch and say "camera from the front corner" in the prompt. Attach the anchor for every later building.
- **The footprint is a square, not a diamond, or the wrong size.** Draw the exact footprint in the sketch; words alone did not double it here. Check edges against a guide line at the angle your tiles use.
- **The model ignores part of the sketch.** List every element of the sketch in the first paragraph of the prompt, in the order a viewer reads it.
- **Signs or banners come out with letters.** Ask for a symbol ("a small gold crown") and "no text". Set any real text in the game engine.
- **Tiles show a grid when repeated.** Turn on **Erase Seam**, and avoid single large features (a big flower, a puddle) in the texture prompt; they repeat visibly.
- **Thin light lines appear between tiles in a layout.** Antialiased diamond edges leave gaps; overlap each tile by one or two pixels when you compose.

Source: https://learn.scenario.com/playbooks/isometric-tiles-and-buildings
