What to fill in
| Bracket | What to put | Example |
|---|---|---|
| The attached image | The mood board image whose look you want. | A moody watercolor of a misty forest |
| [asset] | What to create, with @ for your own characters. | "@Milo standing at a forest shrine" |
When do you use it?
When a new event or feature needs a new look, and the team has a picture of it but not a style for it yet. A mood board image from the art director. A screenshot of the atmosphere the producer has in mind. This prompt turns "like this" into an actual asset you can react to.
What breaks, and how do you fix it?
The output copies the reference's content instead of only its look. Or the style comes through too weakly.
- Say what to borrow and what to ignore. "Borrow the palette, lighting and texture. Ignore the characters and composition."
- For your own game's look, use @ styles instead. Style reference is for borrowing a new look. Your saved style is for staying on yours.
Variations to try
Using only the colors of the attached image, create a new event logo for a summer festival.
Using the lighting and atmosphere of the attached image, create a lobby background of a seaside town. Ignore its subject and layout.
FAQ
Will it copy the reference image?
+
It's built to borrow the look, not the content. If content leaks through, list what to ignore.
What's the difference from @ styles?
+
@ styles are your game's saved looks. Style reference borrows a look from any single image, which suits exploration.
Can I combine two references?
+
Yes. Attach both and say which one gives the palette and which one gives the texture or light.




