Basic layer structure as explained in the visual below. There can be objects above our character, and below our character. It is important to keep this basic structure in mind and group objects accordingly so that the assets can be added to the world builder easily.

The base size of our character is 300x300px. While illustrating new objects, the character can be used as a reference to give the objects their relative size. The size of an object should feel as a natural representation of the size of the character. When illustrating a chair, for example, the character should fit nicely in the chair.
There is a lot of freedom while designing worlds and objects. After all, it’s a magical imaginary world! Sometimes an unnatural representation of size can be intentional.

There is no vanishing point in the worlds. Everything is completely flat. We can suggest depth with colors, highlights, shadows, and shapes. In Bueno Worlds you can only see 2 sides of an object at once.
Here’s a representation of a cube within worlds. Compared to the left cube, which has a vanishing point + 3 viewing planes (top, front, side), you can see that the right cube has no depth at all. The dimensions of the cube are the same on the front and top sides. That’s because we are looking at the top and front of the object at the same time and because there is no vanishing point that alters the size of the viewing planes.

In some cases, when the top of an object is slanted, you can also see the sides of an object. This is an added effect when viewing the top plane.
The light source in the microverse is coming from a top-right angle. View the visual below as a reference.