Phaser AE

First-person prop art

Pro packv3.0.0-02D and 3DLookNew

The things that stand about a first-person shooter's rooms, drawn and ready: four props in two looks, each whole and as the wreck it leaves, and twelve pieces of scenery that stand at their natural size.

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Released October 24, 2026

First-person prop art: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

What it does

Exploding barrels and breakable crates make a shooter's rooms worth looking at, but they need pictures before they look like anything. This pack has them. The classic set has a rusty red fuel drum with a hazard band and a wooden supply crate with metal corners. The modern set has a gunmetal fuel cell with glowing orange bands and a dark cargo container with cyan edge strips. Each prop has two frames, whole and wrecked, and every wreck was made from its own prop's picture, so the two match. Both frames stand on the same bottom edge, so a prop drawn as a billboard on the floor stays on the floor when it breaks.

A level needs more than things to shoot. The scenery is a facility's fittings: a toilet, a wash basin, an office chair, a potted plant, a water cooler, a filing cabinet, a vending machine and a fire extinguisher for the offices and washrooms; a lamp post for the yard; a parked helicopter, a rooftop air-conditioning unit and a water tank on legs for the roof. Each picture is cut to the thing's own shape, so a helicopter seen from the side stays long and low and a lamp post tall and thin, and each knows its height in the world: a toilet 0.8 metres, a lamp post 3.5, the helicopter 3. Load a level's scenery and you get each billboard's width and height, ready to stand on the floor.

Both are found by name. The sector shooter's barrel and crate find their set's art, and its scenery things (toilet, sink, chair, plant, lamp-post, helicopter) find theirs. Any other name finds the closest by the words in it: a fuel drum or a keg wears a barrel, a cargo pod the modern container, a wash basin the sink, a street light the lamp post, a chopper the helicopter.

Features

  • Two looks of props — a classic drum and crate, and a modern fuel cell and cargo container.
  • Whole and wrecked — two frames per prop, the wreck lower and on the same footing.
  • Twelve pieces of scenery — washroom and office fittings, a lamp post, a helicopter and rooftop plant.
  • Natural sizes — every piece of scenery has a height in world units and a width from its shape.
  • Billboard-ready — every picture stands centred on its bottom edge.
  • Found by name — exact matches for the sector shooter's things, a sensible guess for anything else.

Good for

  • A sector or corridor shooter — barrels, crates and furniture in the rooms straight away.
  • A facility, office or base level — washrooms, offices, a yard and a roof that look lived in.
  • A prototype or a jam game — art that looks the part while the real art is made, then replaced key by key.
  • Any 3D game with billboard scenery — a picture and a size are all it needs.

Make it yours

Choose the set to look in first, or name the picture for each prop or thing yourself, so a game can put a modern crate in a classic level or stand a plant where its map says statue. Scenery takes a scale for a world not measured in metres, and any thing can be given its own height: a giant plant in a greenhouse, a toy helicopter on a desk. The atlas keys take any prefix, and every picture is painted under a key a game can paint over with its own art later. A prop about to burst can be tinted on its whole frame. The pictures themselves stay as they were made: for another look, make them again from the prompts.

A quick look

Load a level's scenery things and stand each one on the floor at its size.

const things = run.decorations();
const scenery = await game.propArt.loadScenery([...new Set(things.map(t => t.type))]);
for (const t of things) {
    const s = scenery[t.type];
    if (!s) continue;
    board.frame = game.assets.frames(s.key);
    board.sx = s.width; board.sy = s.height; board.y = t.y + s.height / 2;
}

Works with

Good to know

  • The pictures were made once with an image model and ship with the pack as 256-colour PNG data, about 130 KB in all. They are not generated at run time, and the same prompts give different pictures if made again.
  • Decoding the pictures needs a browser; on a server or in tests the frames exist but are blank.
  • Each thing is seen from one side only, for a billboard that turns to face the camera.
  • Props have two frames and scenery one: there is no frame for a barrel about to burst (tint the whole one), and the helicopter's rotor does not turn.

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