{
  "generatedAt": "2026-10-03T00:56:59.807Z",
  "item": {
    "id": "sc_gen_355815",
    "title": "Create one sheet of exactly sixteen separate original pix...",
    "mediaType": "image",
    "imageUrl": "https://media.meowa.ai/public/general-ui-gen/output/2026-10-02/16%3A30%3A36-workflow-1cc39a00858740b4bd2340eb/ui_output.png",
    "videoUrl": "",
    "spine": null,
    "sideScrollingMap": null,
    "thumbnailUrl": "https://media.meowa.ai/public/general-ui-gen/output/2026-10-02/16%3A30%3A36-workflow-1cc39a00858740b4bd2340eb/ui_output.png",
    "category": "UI Layout",
    "prompt": "Create one sheet of exactly sixteen separate original pixel-art building sprites for a 2D industrial survival game, arranged in four rows and four columns in the exact order below. Each object is centered in its own cell with clear transparent gaps.\r\nThe camera looks straight vertically down: draw only roof and top surfaces, with orthographic outlines and no visible facade or perspective. Every building is a complete static machine body; moving materials, conveyor belts, fire, smoke and other operating effects belong outside this artwork.\r\nUse a small flat palette of about four or five solid colors per building, broad connected color areas and clean continuous pixel edges. Steel gray and dark blue structure may use one restrained functional accent. Keep the distinctive housings, offset parts, clipped corners and openings described below. Simplify surface detail while preserving the different silhouettes. The artwork should remain readable on a 32-pixel-per-tile game grid. Use simple color blocks with slight separation of panels; omit fine texture, gradients, bloom, cast shadows, floor tiles, labels and decorative frames.\r\nEach building occupies its stated square tile footprint. On this sheet the object scale can be adjusted for clear separation; its final standalone canvas will use the stated pixel size. Keep the complete silhouette inside that footprint, do not join neighboring buildings.\r\nRow 1, left to right:\r\n1. Battery, 1 by 1 tiles, final 32 by 32 pixels: a clipped rectangular casing with two broad terminal blocks and a teal inset.\r\n2. Power node, 1 by 1 tiles, final 32 by 32 pixels: a circular central insulator with four short radial arms.\r\n3. Water pump, 1 by 1 tiles, final 32 by 32 pixels: a round impeller cover with two offset port cutouts within a compact housing.\r\n4. Cockpit, 1 by 1 tiles, final 32 by 32 pixels: a hexagonal canopy with a wide dark teal window and a forked rear casing.\r\nRow 2, left to right:\r\n5. Smelter, 2 by 2 tiles, final 64 by 64 pixels: an octagonal heatproof enclosure with an offset amber inspection plate.\r\n6. Compressor, 2 by 2 tiles, final 64 by 64 pixels: an H-shaped frame surrounding a broad closed press cover.\r\n7. Separator, 2 by 2 tiles, final 64 by 64 pixels: an annular cover divided into three broad asymmetric sectors.\r\n8. Steam generator, 2 by 2 tiles, final 64 by 64 pixels: two round sealed pressure-vessel covers joined by a short broad housing.\r\nRow 3, left to right:\r\n9. Laser drill, 3 by 3 tiles, final 96 by 96 pixels: a three-arm mounting frame around a central cyan circular aperture cover.\r\n10. Liquid tank, 3 by 3 tiles, final 96 by 96 pixels: a large round tank lid with a cross brace and a smaller offset hatch.\r\n11. Warehouse, 3 by 3 tiles, final 96 by 96 pixels: a rectangular roof with three broad storage bays and staggered corner modules.\r\n12. Thorium reactor, 3 by 3 tiles, final 96 by 96 pixels: a hexagonal central lid surrounded by separated radial heat exchanger plates and a small muted magenta inset.\r\nRow 4, left to right:\r\n13. Solar panel, 2 by 2 tiles, final 64 by 64 pixels: two offset blue panel banks divided into a few broad clean strips.\r\n14. Repair projector, 2 by 2 tiles, final 64 by 64 pixels: a four-lobed housing around a small teal central emitter cover.\r\n15. Radar, 2 by 2 tiles, final 64 by 64 pixels: a circular dish seen directly from above with a clear diagonal feed arm.\r\n16. Core base, 4 by 4 tiles, final 128 by 128 pixels: four interlocking chambers of unequal outlines arranged around a large central hub.\r\nTransparent background. Every sprite is independently separated and visually complete.",
    "summary": "Create one sheet of exactly sixteen separate original pixel-art building sprites for a 2D industrial survival game, arranged in four rows and four columns in the exact order below. Each object is centered in its own c...",
    "createdAt": "2026-10-02T16:29:55.058291Z",
    "pinnedAt": "",
    "width": 0,
    "height": 0,
    "author": {
      "displayName": "582558781"
    },
    "generationInfo": {
      "workflow_id": "general_ui_gen",
      "agent_type": "ui-agent",
      "template_id": "hd_retro_rpg",
      "template_display_name": null,
      "rendering_mode": null
    },
    "promptBlocks": [
      {
        "label": "Prompt",
        "content": "Create one sheet of exactly sixteen separate original pixel-art building sprites for a 2D industrial survival game, arranged in four rows and four columns in the exact order below. Each object is centered in its own cell with clear transparent gaps.\r\nThe camera looks straight vertically down: draw only roof and top surfaces, with orthographic outlines and no visible facade or perspective. Every building is a complete static machine body; moving materials, conveyor belts, fire, smoke and other operating effects belong outside this artwork.\r\nUse a small flat palette of about four or five solid colors per building, broad connected color areas and clean continuous pixel edges. Steel gray and dark blue structure may use one restrained functional accent. Keep the distinctive housings, offset parts, clipped corners and openings described below. Simplify surface detail while preserving the different silhouettes. The artwork should remain readable on a 32-pixel-per-tile game grid. Use simple color blocks with slight separation of panels; omit fine texture, gradients, bloom, cast shadows, floor tiles, labels and decorative frames.\r\nEach building occupies its stated square tile footprint. On this sheet the object scale can be adjusted for clear separation; its final standalone canvas will use the stated pixel size. Keep the complete silhouette inside that footprint, do not join neighboring buildings.\r\nRow 1, left to right:\r\n1. Battery, 1 by 1 tiles, final 32 by 32 pixels: a clipped rectangular casing with two broad terminal blocks and a teal inset.\r\n2. Power node, 1 by 1 tiles, final 32 by 32 pixels: a circular central insulator with four short radial arms.\r\n3. Water pump, 1 by 1 tiles, final 32 by 32 pixels: a round impeller cover with two offset port cutouts within a compact housing.\r\n4. Cockpit, 1 by 1 tiles, final 32 by 32 pixels: a hexagonal canopy with a wide dark teal window and a forked rear casing.\r\nRow 2, left to right:\r\n5. Smelter, 2 by 2 tiles, final 64 by 64 pixels: an octagonal heatproof enclosure with an offset amber inspection plate.\r\n6. Compressor, 2 by 2 tiles, final 64 by 64 pixels: an H-shaped frame surrounding a broad closed press cover.\r\n7. Separator, 2 by 2 tiles, final 64 by 64 pixels: an annular cover divided into three broad asymmetric sectors.\r\n8. Steam generator, 2 by 2 tiles, final 64 by 64 pixels: two round sealed pressure-vessel covers joined by a short broad housing.\r\nRow 3, left to right:\r\n9. Laser drill, 3 by 3 tiles, final 96 by 96 pixels: a three-arm mounting frame around a central cyan circular aperture cover.\r\n10. Liquid tank, 3 by 3 tiles, final 96 by 96 pixels: a large round tank lid with a cross brace and a smaller offset hatch.\r\n11. Warehouse, 3 by 3 tiles, final 96 by 96 pixels: a rectangular roof with three broad storage bays and staggered corner modules.\r\n12. Thorium reactor, 3 by 3 tiles, final 96 by 96 pixels: a hexagonal central lid surrounded by separated radial heat exchanger plates and a small muted magenta inset.\r\nRow 4, left to right:\r\n13. Solar panel, 2 by 2 tiles, final 64 by 64 pixels: two offset blue panel banks divided into a few broad clean strips.\r\n14. Repair projector, 2 by 2 tiles, final 64 by 64 pixels: a four-lobed housing around a small teal central emitter cover.\r\n15. Radar, 2 by 2 tiles, final 64 by 64 pixels: a circular dish seen directly from above with a clear diagonal feed arm.\r\n16. Core base, 4 by 4 tiles, final 128 by 128 pixels: four interlocking chambers of unequal outlines arranged around a large central hub.\r\nTransparent background. Every sprite is independently separated and visually complete."
      }
    ],
    "media": [
      {
        "mediaType": "image",
        "imageUrl": "https://media.meowa.ai/public/general-ui-gen/output/2026-10-02/16%3A30%3A36-workflow-1cc39a00858740b4bd2340eb/ui_output.png",
        "videoUrl": "",
        "spine": null,
        "sideScrollingMap": null,
        "title": "Create one sheet of exactly sixteen separate original pix..."
      }
    ],
    "publicPath": "/showcases/sc_gen_355815/",
    "categorySlug": "ui-layout",
    "categoryPath": "/gallery/category/ui-layout/",
    "seoPublicOptIn": true
  }
}
