A short, reusable prompt for generating a branded voxel world in a single HTML file. Fill in the fields, paste into Fable, play in a browser.
This is a reusable prompt template designed for Fable. You fill in the bracketed fields with your own brand values, copy the entire prompt, paste it into Fable in one go — and it generates a fully playable Minecraft-style voxel game as a single self-contained HTML file.
No setup. No assets. No server. Just open the output in a browser and play.
Fill in every [BRACKETED FIELD] with your own values using the checklist below, then copy the entire prompt and paste it into Fable in one go.
Build a Minecraft-style voxel game called [GAME NAME] as a single
self-contained HTML file using three.js from a CDN. No setup, no
assets, no server — just open it in a browser.
First-person voxel world: walk, mine blocks (left click), place
blocks (right click), WASD to move, mouse to look (pointer lock),
Space to jump, Shift to sprint. Gravity and collision. Crosshair
in the center.
Style it in the [BRAND NAME] brand: primary color [#PRIMARY],
glow [#GLOW], dark [#DEEP], near-black [#NEAR_BLACK], light text
[#TEXT], accent [#ACCENT]. Use [DISPLAY FONT] for headings and
[BODY FONT] for body, from Google Fonts.
Dark, cinematic mood — gradient sky, soft fog, glowing point
lights. Not flat default Minecraft.
Procedurally generated terrain with chunked rendering for 60fps.
Six block types, each a named brand color: a near-black bedrock,
a dark stone, a solid [#PRIMARY] brand block, an emissive glow
block, an [#ACCENT] reward block, and a light block. Scatter
glowing blocks and reward clusters underground.
HUD: bottom hotbar with all 6 blocks (keys 1–6 and scroll to
select, active slot highlighted in [#PRIMARY]), a "[GAME NAME]"
wordmark top-left, and small control hints.
At spawn, build a tall glowing landmark called "[LANDMARK NAME]"
so every world has a recognizable feature.
Add particle puffs when blocks break. Make it responsive and put
all brand colors as tokens at the top of the code.
Fill in every field before copying the prompt. Leaving a bracket blank will confuse the model.
| Field | What it is | Your value |
|---|---|---|
[GAME NAME] |
The name of your game. Appears in the HUD wordmark and as the HTML page title. |
e.g. "MissAI World" |
[BRAND NAME] |
Your brand or project name. Used to describe the overall style to the model. |
e.g. "Miss AI" |
[#PRIMARY] hex code |
Main brand color. Used for the brand block and hotbar highlight. |
e.g. #E1306C |
[#GLOW] hex code — bright |
The emissive glow color. This does most of the cinematic work — make it bright and saturated. |
e.g. #FF6EC7 |
[#DEEP] hex code — dark |
Dark background/stone color. Should be very dark to contrast with glow blocks. |
e.g. #1a1816 |
[#NEAR_BLACK] hex code |
Bedrock layer color. Near-black but not pure black. |
e.g. #0d0d0d |
[#TEXT] hex code — light |
Light text color for HUD and UI elements. |
e.g. #F1EFE8 |
[#ACCENT] hex code — reward |
Reward block and accent color. Should pop against the dark environment. |
e.g. #f59e0b |
[DISPLAY FONT] |
Google Fonts name for headings. Used for the game wordmark in the HUD. |
e.g. Syne |
[BODY FONT] |
Google Fonts name for body text. Used for control hints and HUD labels. |
e.g. DM Sans |
[LANDMARK NAME] |
Name of the glowing landmark built at spawn. Every world gets one recognizable feature. |
e.g. "The Vault Tower" |
Tag @RealMissAI when you post it. For more AI build prompts, workflows and prompt packs, come find me.
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