LENS — a sci-fantasy world: the Institute's city on the cliffs, a survey barque above it

IP built in Mirva

LENS — League of Explorers, Navigators and Scholars

A sci-fantasy world. One blue-sky session, then six weeks with one artist.

The premise

A world too big to ever finish exploring.

An ancient institute of explorers charts a planet it can never finish mapping, and fights over what to do with everything it finds.

A survey barque crossing a cloud sea over the planet's endless shelves

Scale

The planet at the heart of LENS is orders of magnitude larger than Earth. After centuries of expeditions, only a fraction of it has ever been mapped.

The Institute

At the center of it all sits an ancient institute of explorers: part library, part laboratory, part marketplace.

Isolation

Every region evolved on its own: new biomes, new species, new civilizations and new dangers, always just waiting behind the horizon.

The crews

To keep it running, it sends crews into the unknown. Not all of them play fair.

The Institute

It has outlasted every empire that tried to buy it.

The Bridge: the Institute built across the river above the falls
The Bridge A monumental bridge spanning the river above the falls, expanded by a dozen species over centuries into one accumulated structure.
The Board: the Institute's council chamber
The Board
The Lower City: docks and trading houses at the foot of the falls
The Lower City A commercial basin at the foot of the falls: docks, trading houses, and every species on the planet passing through.

Why this world keeps generating stories

One argument, repeated at every scale.

Knowledge versus commerce isn’t a subplot. It’s baked into the crew, the Institute, and the world itself.

In the crew

In the crew

Sevan wants truth. Vaya wants the Institute funded. Neither is wrong.

In the Institute

In the Institute

An old guard of purists against a pragmatic, increasingly dominant commercial faction.

In the city

In the city

The Institute depends on the traders circling it. The traders depend on what only the Institute can find.

In the world

In the world

Every expedition raises the same question again: discover, or exploit?

The crew

Three explorers, three species, three ideas of what the job is.

Sevan — character sheet: expressions, turnaround and poses

The true believer

Sevan

Humanoid · non-human · age unreadable

Quietly obsessive. Calm on the surface, with a bottomless intensity underneath.

A total commitment to truth above all else. Beneath the scholarly robes and accumulated optical equipment is a practical tinkerer, and decades of field experience.

When his values are threatened, the stillness doesn’t break. It simply becomes something else.

Vaya — character sheet: expressions, turnaround and poses

The charming operator

Vaya

Humanoid · non-human · warm & expressive

The person everyone in a room gravitates toward, without quite knowing why. Genuinely devoted to the Institute, with her own theory of how to protect it.

A lovable rogue: small amounts of treasure have a way of finding their way into her possession. Everyone suspects. Nobody can quite prove it.

Her warmth is real. She just always knows exactly which truth to lead with.

Baldric — character sheet: expressions, turnaround and poses

The wildcard

Baldric

Non-humanoid · symbiotic tech and biology

The only member of their species anyone in the Institute has ever encountered.

Communicates through a speaker device, in a perfectly measured, incongruous Oxford English voice.

Their rituals look like superstition from the outside. They have a logic of their own, and it’s usually right.

Ancient, self-sufficient, and quietly carrying knowledge nobody else on the crew has access to.

The world · Field records

The surface is only the middle floor.

Verdigris
Region 0247 / Underworld

Verdigris

Mountain-roofed city, partly inhabited.

Note Source of dynamic crystal.

Drifting Shelves
Region 0354 / Overworld

Drifting Shelves

Only reachable through air, riding the Gravity Tides. Dangerous location.

Note Locals maintain a vault of gravity manipulation science.

The Verdant Shelf
Region 0714

The Verdant Shelf

Open grassland, overgrown spires. Surveyed and mapped.

Note No permanent settlements. Grazing herds move with the season.

Canopy Settlements
Region 0897

Canopy Settlements

Bridge-villages strung between bamboo trunks, hundreds of meters above the forest floor.

Note Friendly. Trade in dried herbs and resin. No use for Institute currency.

The world · Vessels

How the Institute gets around.

Survey Barque
Vessel 004

Survey Barque

Crew of 8, provisioned for four months.

Skiff
Vessel 006

Skiff

Runs between the barque and the ground. Carries surveyors down to a site and lifts them out again.

Small Sand Yacht
Vessel 002

Small Sand Yacht

A single-seat wind runner for open flats. Fast, cheap, and carries nothing but the rider and a backpack.

Creatures · Catalogued

One page from the Institute’s bestiary.

A page of LENS creatures, with human silhouettes for scale

Silhouettes shown for scale. Thousands of species remain to be discovered.

Process · Drawn by hand

45,427 brush strokes, by hand.

Every canvas below was drawn on in Mirva: 19,880 strokes by the lead artist, 25,547 by the team, most of theirs in the two-day blue-sky kick-off. Many never made it into a final image: these are the paths not taken. Block-outs in Blender and sketches made elsewhere come on top.

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The 77 most-worked canvases, with the strokes drawn on each.

Process · Skills & lore

The artist’s taste, written down once.

A skill is a way of working the artist writes once and Mirva applies every time. Lore keeps characters and places on model. LENS ran on about twenty of them. Every pair below is a real input and what came back.

Character sketch to Painterly Render: inputCharacter sketch to Painterly Render: result
/ Skill

Character sketch to Painterly Render

A rough figure sketch in, a finished painterly character out — pose and proportions untouched.

Rendered with FLUX.2 [pro]

Environment sketch to painterly render: inputEnvironment sketch to painterly render: result
/ Skill

Environment sketch to painterly render

The artist’s rendering style, written once: flat facets of color, decisive light, crisp rim lighting.

Rendered with Nano Banana Pro

Painterly Render 3: inputPainterly Render 3: result
/ Skill

Painterly Render 3

Turns a grey block-out into a lit, painted location, keeping its layout.

Rendered with Nano Banana Pro

Character render: inputCharacter render: result
/ Skill

Character render

Takes an ink drawing to a full render without redesigning it.

Rendered with Nano Banana Pro

Cinematic Environment Render: inputCinematic Environment Render: result
/ Skill

Cinematic Environment Render

Pushes a color sketch to a cinematic key frame.

Rendered with Nano Banana Pro

Sevan — Character Visuals: inputSevan — Character Visuals: result
# Lore

Sevan — Character Visuals

Sevan’s look, written down: goggles, headpiece, layered robes. Any sketch of him comes back on model.

Rendered with Nano Banana Pro

Character Concept: Tech-Merchant: inputCharacter Concept: Tech-Merchant: result
# Lore

Character Concept: Tech-Merchant

A character doc that turns a loose gesture drawing into the right person.

Rendered with Nano Banana Pro

Baldric: inputBaldric: result
# Lore

Baldric

The crew’s lore: drop a location in and Mirva places the right characters in it.

Rendered with Nano Banana Pro

Process · How this was made

The first step is always by hand.

Sketch workflow

  1. SilhouetteBy hand

    01 Silhouette

    Silhouette exploration by hand. Nothing is generated at this stage.

  2. SketchBy hand

    02 Sketch

    Refinement and detail, still drawn by hand.

  3. GenerationMirva

    03 Generation

    2D generation in Mirva.

  4. OverpaintBy hand

    04 Overpaint

    Corrections and overpaint by hand. Most images went round this loop several times.

  5. 3D guidingMirva

    05 3D guiding

    A 3D mesh is generated from several angles of the character, then rigged to guide the pose.

3D sketch workflow: Blender blockout to concept art

  1. 3D blockout in BlenderBy hand

    01 3D blockout in Blender

    A quick sculpt in VR and Blender.

  2. 2D generationMirva

    02 2D generation

    Generation with the 3D blockout as the source.

  3. 3D generationMirva

    03 3D generation

    A 3D object generated in Mirva, then adjusted and rigged in Blender for full control over poses.

  4. Final 2D generationMirva

    04 Final 2D generation

    2D generation on top of the rigged 3D model.

See all Mirva workflows →

Made with

Generations per model across the 73 sessions behind LENS.

  • 1,840 Nano Banana Pro
  • 135 Remove BG
  • 102 Upscaler
  • 79 FLUX.2 [pro]
  • 26 Nano Banana 2
  • 20 Veo 3.1
  • 7 Hunyuan3D v3.1 Pro
  • 7 Tripo H3.1
  • 3 Meshy
  • 1 Smart Topology

All AI models in Mirva →

LENS · World bible

A team kick-off, then one artist.

Sketches, block-outs, renders and the LENS board in Mirva

What this is

A world bible. LENS was built as a demonstration of workflow, not as a property in development. The world is real work; the purpose was to find out how much of it one person could carry after a single team session, and how fast.

How long

Six weeks, from a blank page to this document. It opened with a blue-sky session in Mirva: the lead artist with a few team members standing in as character artist, environment artist and logo designer. From there one senior concept artist, twenty years across games, film and animation, carried it alone.

How

Mirva does not design anything. Every composition, character and location was drawn, blocked out in Blender or collaged by hand first, then developed and corrected by hand throughout. It changes execution time, not authorship.