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Create Isometric Game Tiles with Scenario
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Create Isometric Game Tiles with Scenario

AndersonBy AndersonNovember 1, 2025Updated:November 4, 2025No Comments5 Mins Read
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Create Isometric Game Tiles with Scenario
Create Isometric Game Tiles with Scenario
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Unlock faster isometric tile creation with Scenario. In this hands-on workflow, you’ll learn how to produce clean, cohesive tiles, explore variations quickly, and maintain a unified art style across your game maps.

We’ll walk you through a simple yet powerful approach that significantly speeds up tile production and scaling. Whether you use inpainting or train a custom model with your own examples, paired with clear prompt guidance, you’ll be able to generate on-style tiles that align perfectly, tile smoothly, and are ready to deploy in no time.

Table of Contents

Toggle
  • Creating isometric tiles is slow without the right workflow
  • Workflow A: Train a custom model
    • Prepare a small reference set
    • Train a custom model on Scenario
    • Use your model
  • Workflow B: Create a tile from scratch with Inpainting
    • Quick fixes
  • Create variations with Edit with Prompts
  • Conclusion
    • FAQs

Creating isometric tiles is slow without the right workflow

Traditionally, creating tile sets required hand-drawing each variation from scratch. Artists had to perfectly align angles, refine edges, and adjust transitions across surfaces like grass, dirt, roads, cliffs, water, and every mix in between. Even minor edits quickly added up to hours of work. The process offered total artistic control, but it struggled to keep pace when projects demanded dozens or even hundreds of tiles.

Scenario changes that. With a model trained on your style, you can branch from a few solid bases into many consistent tiles, without sacrificing structure, seams, or cohesion.

Workflow A: Train a custom model

Prepare a small reference set

Select 8–20 tiles that capture your intended style. Include examples with straight edges, corners, and transitions. Keep lighting, perspective, and resolution consistent to set a strong visual baseline.

Train a custom model on Scenario

Upload your curated references and start training. The cleaner and more unified your inputs are, the more reliable and polished your outputs will be, minimizing revision time.

Use your model

Craft a clear prompt describing the output you expect. You can build your prompt manually or use Prompt Spark to improve and refine it.

Example starting prompt: “A grand wizarding school with soaring towers, enchanted stained-glass windows, and floating lanterns illuminating stone staircases. Magical creatures roam the grounds and spell books hover, creating an atmosphere of mystical learning and wonder.”

Workflow B: Create a tile from scratch with Inpainting

Open Retouch and launch Canvas on a blank frame, or import your tile grid. Sketch the base form loosely with the Sketch Tool, then run your first generation with Image-to-Image Influence around 20–30. This gives you a clean starting point that respects your layout while introducing texture and detail.

Work in layers to keep your edits flexible. Create separate layers for each component (ground, walls, roof, trims, props). For every section, mask the area you want to improve, adjust influence depending on how much structural control you want (higher for accuracy, lower for creative variation), write a focused prompt, and generate.

Polish with small passes. Use tight masks for seams, edge logic, signage, or material tweaks to refine the tile without disturbing the rest.

Watch our dedicated walkthrough:

Quick fixes

When you just need to tweak one section, inpainting lets you update a specific area without affecting the rest of the tile. Mask only the portion you want to adjust, write a clear instruction, and generate. It’s perfect for tasks like recoloring one roof face, fixing a seam, swapping a material on a wall segment, or removing a small detail. Work in Retouch, keep your masks precise, and raise the Image-to-Image Influence when you want the output to stay closely aligned with the existing tile.

Create variations with Edit with Prompts

To modify existing tiles, use Edit with Prompts. Choose a model that fits your style and level of control, options like Seedream 4, Flux Kontext, Gemini 2.5 (Nano Banana), or GPT-Image work well.

Example instruction:
 “Change the roof color of this isometric building from purple to blue.”

Edit with Prompts isn’t limited to updates on a single tile—it can also help you produce new tiles entirely. You can transform a real-world building into an isometric asset by pairing a realistic house or streetscape photo with a few reference tiles in your desired style.

  • Upload a real home or building as your reference

  • Add supporting images that represent your isometric style

Then, with models like Gemini 2.5 or Flux Kontext, guide the system with a clear instruction such as:
“Convert this building photo into an isometric tile in the same style as the reference images.”

Conclusion

By combining custom-trained models with inpainting and Edit with Prompts, you can shift from time-intensive, hand-built tiles to rapid, scalable production. The outcome: maps that look cohesive, tile flawlessly, and reach production faster, while staying fully aligned with your art style.

Train a model in Scenario.

FAQs

Can I use this workflow just for small edits on existing tiles?

Yes. Use Inpainting or Edit with Prompts for targeted changes like recolors, edge cleanup, or adding surface detail. Simply pick a model aligned to your style and control needs.

How much training data do I need to start?

A focused set of 8–20 clean references is enough. Prioritize consistent perspective, lighting, and edge logic over quantity.

Can I mix AI output with hand‑painted polish?

Yes. Many teams ship fast by generating bases with Scenario, then adding manual polish for hero tiles and landmarks.

Any tips for writing better prompts?

Start simple, write what you want to see in your outputs, then use Prompt Spark to refine wording.

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Anderson

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