Game design document · v1 · June 2026

VIBEOSCOPE

A cozy movie-studio sandbox where every choice you make ends up on screen — and the screen is 16-bit.

High concept
Run a tiny film studio. Take a production from script to a playable 45-second trailer in one sitting.
Session shape
20–30 min per movie · career meta-game across many movies
Platform · style
Desktop browser · 16-bit cinematic pixel art

01 · Vision

What this game is

You are the director-producer of a small studio on the edge of a pixel-art Hollywood. Each production is a short, self-contained run: develop a script, cast actors, build sets, shoot scenes, cut the footage — and at the end, watch a trailer that is literally assembled from the choices you made. Then the lights come up, the reviews roll in, and you bank the earnings toward your next, slightly more ambitious picture.

The tone of any given movie is the player's to set — the game supplies earnest, campy, gritty, and weird raw material in equal measure, and reflects whatever the player leans into. There are no fail states. A flop isn't a game over; it's a funny review and a smaller check. The career, like the player's taste, only accumulates.

Design pillars

P1

Every choice ends up on screen

The trailer is not a score screen — it is built shot-by-shot from the player's script, cast, sets, takes, and edit. Choices are expressive first, statistical second.

P2

Cozy, never punishing

No bankruptcy, no firing, no timers that hurt. Bad outcomes resolve as comedy and smaller rewards, never as lost progress.

P3

Short runs, long arc

One movie fits in a sitting. The studio — roster, backlot, equipment, reputation — persists and grows across many movies.

P4

The studio is a toybox

Actors, set palettes, props, cameras, music, and genres are collectibles. New pieces invite remixing, not power creep.

The core loop

DEVELOPwrite or buy a script
CASTfill the roles
BUILDdress the sets
SHOOTdirect the takes
EDITcut the trailer
PREMIEREwatch · reviews · box office
earnings, reputation & unlocks return to the Studio Lot (hub)

One sentence per audience

02 · The production pipeline

Phase by phase

Each phase is one screen, one decision space, and one kind of data it adds to the production record. Phases are sequential in a run; finished phases can be revisited read-only ("dailies").

PH·1

Development

SCREEN: Writers' Room

Two paths to a script. Write it: pick a genre, a premise card, and three beats (setup → twist → finale); an LLM drafts the scene descriptions and dialog lines from those choices, and every line is editable in place — the draft is a starting point, the player is the author. Buy it: the Screenwriters' Market offers 3 rotating finished scripts with quirky loglines — faster, cheaper in effort, but the beats are fixed.

→ adds Script { scenes, roles, locations, toneTags } to the record

PH·2

Casting

SCREEN: Casting Office

Headshots on a corkboard: your persistent roster plus a few open-audition walk-ins. Each actor has four stats (Drama, Comedy, Action, Charm), one Quirk, a salary, and a distinctive pixel portrait and sprite. Drag headshots onto the script's role cards.

→ adds CastAssignment { role → actor } per role

PH·3

Set building

SCREEN: Backlot Stage

For each required location, pick a backdrop from your unlocked palettes (alley, saloon, spaceship bridge, suburban kitchen…) and place props on a small tile-grid stage. The set you dress is rendered verbatim behind the actors in the trailer — this phase is pure P1.

→ adds SetPlan { backdrop, props[] } per location

02 · The production pipeline (cont.)

Shoot, cut, premiere

PH·4

Shooting

SCREEN: Sound Stage

The heart of the run. Scene by scene, you see your actual set with your actual cast standing on it, and you direct: choose blocking (staging options derived from the beat), camera (wide / close-up / dutch / slow zoom — gated by equipment owned), and a direction note ("play it straight," "ham it up," "improvise"). Then call action and watch a 3-second pixel preview of the take.

→ adds Take { scene, blocking, camera, direction, quality, toneTags } per scene (best kept take)

PH·5

Editing

SCREEN: Edit Bay

A horizontal timeline of your kept takes. Reorder them, set the pacing (languid / steady / frantic — controls cut length), pick a music track, write the title card and the one-line tagline, choose a transition style (hard cut / fade / star-wipe).

→ adds Cut { order[], pacing, musicId, titleCard, tagline, transition }

PH·6

Premiere

SCREEN: The Bijou Theater

Curtains part; the trailer plays in a pixel movie palace with a tiny audience silhouette row. Afterward: two or three generated capsule reviews that react to your specific choices, a box-office number, fan gains by genre, and the unlock reel (new actor headshot, prop pack, music track…).

→ adds Release { reviews[], boxOffice, fanGains, unlocks[] } · closes the run

The hub: the Studio Lot. Between runs the player stands on an isometric-ish pixel lot — Writers' Room, Casting Office, Backlot, Sound Stage, Edit Bay, and the Bijou are buildings on it. The lot doubles as the progress display: buildings upgrade visually as the career advances, and the Vault marquee shows your latest poster.

03 · The payoff machine

Trailer generation & tone

The trailer generator is the game's signature system and the thing to prove first. It is deliberately deterministic: a pure function from the production record to a ~45-second piece of motion.

Assembly pipeline

  1. Shot list. The Cut's ordered takes become shots. Each shot = the location's dressed set (backdrop + props) with cast sprites positioned per the chosen blocking.
  2. Camera treatment. Wide renders the full stage; close-up crops and scales onto an actor; dutch tilts the frame; slow zoom animates scale over the shot.
  3. Performance. Sprites get a small animation per direction note (straight = subtle bob, hammy = big gesticulation, improv = something off-script from a per-actor table) plus a subtitle line drawn from the scene's beat text. No spoken dialog — subtitles and music carry it.
  4. Rhythm. Pacing sets shot duration; transitions come from the Cut; the chosen music track underlays everything, with a sting on the title card.
  5. Furniture. Cold-open studio ident ("A VIBEOSCOPE PICTURE"), title card in genre-flavored type, tagline card, "COMING SOON."

Technically this is a sequenced set of DOM/canvas tableaus — no video encoding, fully replayable, and later shareable as a standalone page. Determinism means the same record always replays the same trailer, which makes the Vault cheap and the system debuggable.

The tone system

Tone is the player-driven flavor layer. Nearly every choice carries 0–2 tone tags; the movie's profile is just the tally.

earnestcampygrittyweirdcozypulpydeadpanepic

Light randomness, precisely placed

Randomness lives in exactly three places, all small: the take-quality dice roll (±1 step), quirk event triggers during shooting, and the weekly stock of the Screenwriters' Market and open auditions. Everything else — notably the trailer itself — is fully determined by player choices.

04 · Systems on paper

Data model, economy, meta

The production record

One plain-data object accumulates through the run and fully determines the premiere. This is the engineering spine — every screen reads and writes it, and the trailer renderer consumes it.

EntityShape (abridged)Written by
Scriptgenre, toneTags[], scenes[], roles[], locations[]Development
Scenebeat, locationId, roleIds[], subtitleLineDevelopment
Actorname, portrait, sprite, stats{dra,com,act,chm}, quirk, salaryroster (persistent)
CastAssignmentroleId → actorIdCasting
SetPlanlocationId, backdropId, props[]{propId, x, y}Set building
TakesceneId, blocking, camera, direction, quality, toneTags[]Shooting
CuttakeOrder[], pacing, musicId, titleCard, tagline, transitionEditing
Releasereviews[], boxOffice, fanGains{genre: n}, unlocks[]Premiere (derived)

Economy — three numbers, no death spiral

ResourceWhat it doesCozy guarantee
CashPer-production budget: salaries, props, extra shooting days. Earned at the box office.Floor budget every run; broke = scrappy, never stuck.
ReputationCareer level. Gates unlock tiers, bigger budgets, fancier walk-ins at auditions.Only goes up — even flops teach.
FansPer-genre audience. Multiplies box office in that genre; nudges market scripts toward what you make.Never decays.

Meta progression — collect, don't power up

05 · Look, then build order

Art direction & scope ladder

Art direction — "16-bit cinematic"

Dusk-purple Hollywood with marquee gold: clean chunky pixels (no CRT filter), 32–48 px character sprites, painted-looking dithered backdrops, and big readable UI. Pixel display type for titles and signage; a humanist sans for body UI so menus never strain.

#2D1B2E · night
#4A2D5C · dusk
#8A4D93 · neon
#D9AD33 · marquee
#F5D97E · bulb
#A04668 · velvet
#7FB6A4 · celluloid
To confirm: this reads your style pick as the purple-and-gold "cinematic sunset" direction. If you actually meant the green-on-black CRT terminal look, say so — it would push the whole UI toward a retro "studio computer" framing instead, which is also a legitimate (and very Adventure Construction Set) direction.

Scope ladder — what gets built, in order

S0

Wireframe storyboard (next deliverable)

Clickable low-fi walkthrough of all seven screens (Lot + six phases) to pressure-test the flow before any pixels are pushed.

S1

The vertical sliver: prove Pillar 1

One fixed script → cast 2 roles from 6 actors → shoot 3 scenes (blocking + camera + direction) → auto-edit → trailer plays. No sets phase (pre-dressed), no economy. If watching the trailer is delightful, the game works.

S2

Real editing + development

Edit Bay (reorder, pacing, music, title cards) and the Writers' Room / Screenwriters' Market. The run becomes expressive end-to-end.

S3

Set building

Backdrop choice + prop placement on the tile stage, rendered into the trailer. Heaviest art lift, so it waits until the pipeline is proven.

S4

Career meta

Studio Lot hub, persistence, economy, unlock reel, the Vault. Short runs become a long arc.

S5

Spice

Quirk events, reviews v2, poster generator, shareable trailers, Bijou upgrades.

Decisions (resolved June 2026)