Reveal Haven
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The authoring studio behind Reveal Haven

A purpose-built game studio for people & AI.

SceneFoundry is a bespoke studio for building a hidden-object game — its scenes, the objects hidden inside them, the maps, tokens and sound. AI didn’t just make the assets; it made it viable to build the tool at all — one that works in the flow of the work, instead of swivel-chairing between Photoshop, an audio suite and a spreadsheet, and writing custom bridges to carry data between them.

And it keeps a person at the centre on purpose. Whether a scene looks right, whether an object is fun to hunt, whether a puzzle lands as easy or unfair — none of that is verifiable by an AI today. It requires taste. So a person directs, the machine generates, and the person decides.

Inner Sanctuary, a scene from the Lumen Isle adventure: a luminous cave of turquoise pools and waterfalls, its ledges and alcoves crowded with bottles, crystals, shells and lanterns.
“Inner Sanctuary” — one Lumen Isle scene, start to finish in SceneFoundry

A person and AI working together to achieve what neither could make independently.

People + AI = new creative boundaries
It begins with a blueprint

Draw the blueprint once. Every scene inherits it.

Before a single scene exists, the author writes the adventure’s blueprint — the world it’s set in, the style it’s drawn in, and the voice its objects speak in. That adventure-level meta-prompt is the throughline: it’s what keeps twenty-three scenes of one world looking, and reading, like one world. People bring the taste and the intent; the models hold the line.

  • WorldAn authoring guide the models treat as ground truth — never shown to players.
  • StyleA flat-2D-illustrated switch, or photoreal — set per adventure.
  • VoiceDescriptions grounded in real-world fact, or purely in this world’s lore.
The adventure Description field — the Transcendent Island Adventure Guide the models treat as ground truth, plus the catalog description players see.
Style controls: the flat 2D illustrated styling toggle, checked, and a Description voice selector set to Island Myth — in-world lore voice.
Dal Lake harbor — a photorealistic 19th-century Kashmir scene.
Discover Indiaphotoreal style
Lumen Isle — a flat 2D illustrated tropical shipwreck scene.
Lumen Isleflat-illustrated style
Two adventures, two blueprints — one document per world is what keeps it internally consistent
From a sentence to a scene

You describe it. The model drafts it. You choose.

A scene isn’t typed into a prompt box and accepted. It’s a short back-and-forth — the human sets direction, the model does the heavy lifting, and the human keeps the final say at every gate.

Step 1YouDescribe + reference
A description of a boardwalk deep in the Kumarakom bird sanctuary, an attached reference image, and the Generate Prompt button.
A sentence of intent and a reference image — the taste, the framing, the vibe.
Step 2AIDraft the image prompt
The model's expanded image prompt, with image resolution set to 4K and four candidates requested.
The model expands your line — grounded in the blueprint — into a full prompt. You set the dials: 4K, four candidates.
Step 3AIYou pickGenerate & choose
Generated scene candidates at 5504 by 3072, one selected with a purple checkmark.
The model paints a spread of options; the human picks the one that’s right. The winner becomes the scene.
The candidate review at full size: a chosen 5504 by 3072 scene of a mangrove boardwalk dense with birds, fish, shells and a coracle boat, with the other candidates in a rail alongside and a Use This Image button.
Step 3 at full size — the candidates, and the one a person chose. Nothing reaches the adventure until someone clicks Use This Image.

That loop — direct → generate → judge — repeats for every object, cutout, description and sound in the world. The AI never ships anything a person didn’t choose.

The problem underneath

Find an object, and it has to leave something behind.

The game ships each scene as a clean background plate with object cutouts composited on top. Tap a hidden object and its cutout fades away — revealing the plate beneath. So the tool has to know what was always behind every findable, and paint it. That inpainted patch is the quiet, load-bearing problem SceneFoundry exists to solve — at hundreds of objects per adventure.

The scene background with the bird removed — a cleanly inpainted empty nest.The scene with the findable Weaver Bird sitting in its nest.Found objectWhat’s behind it
Weaver Bird, lifted — and the plate that was always beneath it

Drag the handle and watch it happen: the Weaver Bird lifted out, the empty nest seamlessly filled — then a person confirming the reveal actually looks right. That last step is the whole argument in miniature. The fill is generated; whether it reads as the branch that was always there is a judgement.

Generate, then make it the best

The model’s first pass, a person’s finishing tools.

Infill is one move in a much larger toolkit. Every extracted object opens into a full editor: a prompt you can rewrite and regenerate, alongside pixel tools to clean the cutout by hand — no round-trip to Photoshop. The AI gets you 90% of the way; the human tools close the last 10% that makes an asset actually shippable.

Re-prompt & regenerateSegmentBrushCloneSoftenErase
The object editor: a bird cutout previewed on transparency beside its editable removal prompt and a Match background option, and alongside it the pixel-tool rack with the Soften brush selected, showing brush size and strength.
Object editor — a re-promptable cutout, and the hand tools that perfect it

And the words, in bulk — then curated.

Display names, lore descriptions and thumbnails generate as mass actions across every object at once — then a human reads down the review table and approves, edits, or regenerates each one. Volume from the machine, judgement from the person.

The metadata review table: object cutout thumbnails on transparency beside generated lore descriptions for Ash Gecko, Chocolate Chip Sea Star, Cinnamon Bundle and Crab Tablet, with the bulk-generation panel alongside.
Metadata review — bulk-generated descriptions and thumbnails, curated by a human
An instrument rack

No single model is best at everything — so none is hard-wired.

Each job routes to the provider that’s currently best at it, through one facade and a queued lane per model. Swapping is a per-request decision, not a rewrite.

JobProviderModel
SegmentationReplicateyodagg / sam3-image-seg
Image generationGemini  OpenAIgemini-3-pro-image · gpt-image-2
Inpaint & removalGemini  OpenAIgemini-3.1-flash-image · gpt-image-2
Descriptions & metadataGeminigemini-3-flash-preview
Sound & ambienceElevenLabseleven_text_to_sound_v2
Enhance / upscaleKreaReimagine
A whole world, not a scene

An adventure builder — end to end.

SceneFoundry doesn’t stop at scenes. One tool generates the illustrated world map and places its locations, forges the achievement tokens and title graphics, writes and generates the ambient sound, and holds every scene with its objects. A single author takes an adventure from blank to shippable.

MapsLocationsAchievement tokensTitle graphicsSound & ambienceScenes + objectsCollectables
The map builder: an AI-generated illustrated island map with its five locations placed and labelled — Shipwreck Shore, Jungle Threshold, Tree Canopy, Cliffside Caves and Volcanic Highlands — beside a rail holding the location list, a safe-zone toggle, the generation prompt and a 4K resolution control.
Map builder — generate the world at 4K, then place its locations
Used in anger

Not a demo — an instrumented tool in daily use.

SceneFoundry meters itself — not for a dashboard, but to find out where the work actually hurts. The action counts say which motion an author repeats hundreds of times a week, and that is where the next hour of tool-building goes. Friction you can see is friction you can remove; the tool improves in the places the telemetry says it should.

The SceneFoundry contributions dashboard: an hourly heatmap of authoring activity across all contributors, and a breakdown of action types led by presence, infill.mask and preview.start.
/admin — SceneFoundry contributions, self-reported by the tool · contributor identities cropped
The tell
≈109Klines — the studio, not the game
SceneFoundry108.9K lines
The web game it feeds82.3K lines

The authoring tool is larger than the game it feeds — its backend alone is two-thirds the size of the whole web game, and its biggest single file is the infill engine, sceneInpaint.ts, at 2,387 lines. (Count the whole product — web plus the native port — and the two are roughly on par.)

That’s the tell. When the tool to make the content is as large as the content engine itself, the moat isn’t the game — it’s owning the pipeline where one person’s taste and a rack of models make more, and better, than either could alone.

Reveal Haven · SceneFoundryPeople + AI · new creative boundaries.