🎨 Vision Quest – MidJourney Prompting Strategy & Layering Guide

📌 Overview

To create consistent pixel-art backgrounds for Vision Quest, we need a layered approach that allows for parallax effects and interactive gameplay elements in Phaser.js. The goal is to separate visual elements into three distinct layers—Far Background, Midground, and Foreground—ensuring a smooth and immersive side-scrolling experience.


🔹 Layer Breakdown for Pixel Art Backgrounds

Layer Purpose Elements MidJourney Prompt Strategy
1️⃣ Far Background (Static, doesn’t move) Sets the mood & atmosphere Night sky, stars, clouds, distant mountains Soft, atmospheric, low contrast, muted colors
2️⃣ Midground (Parallax, moves slightly) Adds depth, separates scene Dark tree silhouettes, ruins, shrines, soft glowing lights Medium contrast, blurred trees, subtle details
3️⃣ Foreground (Moves fully with player) Most detailed, where the player walks Cobblestone path, rocks, moss, fireflies, interactive elements High contrast, sharp textures, game objects

🎯 How This Works in Phaser.js


🖼️ MidJourney Prompting Strategy

To ensure visual consistency, we will: ✅ Start with a strong base prompt (consistent world-building)

Use the same seed value across images to maintain style

Modify only 1-2 words per iteration for controlled variation

Generate backgrounds separately before adding characters/NPCs


🔹 Far Background Prompt (Sky & Mountains)