# Skybound Semirealistic Magitech Fantasy Art Pack **Date**: 2026-04-24 **Project**: Skybound Protocol **Author**: Codex **Status**: Superseded by semirealistic second pass ## 1. Direction Skybound's 2D visual identity was first redirected toward **Stylized Casual Magitech**, then corrected into **Semirealistic Magitech Fantasy** after visual review. The corrected target tone is a top-down survival shooter inspired by clear mobile action readability, but with more mature fantasy material treatment: - reduced outlines - dark iron and brass material language - controlled lighting - glowing crystalline cores - corrupted magical enemies - ancient magitech ruin backgrounds - high contrast at small gameplay sizes - color-coded enemy and weapon readability - playful magitech forms instead of realistic military hardware ## 2. Core Art Rules ### Silhouette Every gameplay object must remain readable at 36-72px on canvas. - Player vehicles use triangular forward-facing silhouettes. - Normal enemies use compact diamond/bug-like silhouettes. - Elite enemies use wider, more decorated silhouettes. - Bosses use tall central hulls with visible side modules and glowing cores. - Weapons and drops use symbolic icons instead of detailed illustrations. ### Linework Use value contrast and glow separation instead of heavy cartoon outlines. Purpose: - separates sprites from busy scrolling backgrounds through lighting - keeps bullets, drops, and enemies visible during VFX-heavy combat - supports a grounded semirealistic style ### Lighting Lighting is controlled and directional. Avoid noisy photorealism, but use subtle brushed metal, stone, and crystal texture. Allowed: - small inner highlights - soft magical glow behind important objects - subtle bevels - material grain - controlled shadow Avoid: - toy-like flat panels - low-contrast smoke - tiny greeble details ### Palette Corrected palette: - Void: `#080a12` - Dark iron: `#1c2029` - Aged brass: `#a57a37` - Dark sapphire: `#102a52` - Forest green: `#164535` - Crimson: `#671a20` - Arcane blue: `#36cdff` - Neon purple: `#b03eff` - Plasma red: `#ff4149` - Molten orange: `#ff7a21` ## 3. Generated Asset Coverage The following runtime assets were regenerated in-place under `public/sprites`: - player airframes: `Falcon.png`, `rayce.png` - charge shot: `chargeshot.png` - normal enemies: `normal_enemy/enemy01.png` through `enemy09.png` - elite enemies: `elite_enemy/elite01.png` through `elite16.png` - bosses: `boss/tile000.png` through `tile010.png` - turret atlas: `turret/turret_sprites.png` - item drops: `item_drops_sprite.png` - stage backgrounds: `background/stage_tile_1.png` through `stage_tile_8.png` - weapon and skill icons under `sprites/missiles` - core bullet, shield, currency, VFX sprites - comms portraits: `portraits/hq_commander.png`, `portraits/pilot_standard.png` ## 4. UI Skin Coverage The UI skin was added through: - `src/features/game/styles/magitechArt.css` - imported from `src/App.css` The skin aligns: - HUD panels - level-up cards - comms overlay - hangar/action buttons - warning text - canvas saturation/contrast ## 5. Generator The art pack is reproducible through: `scripts/generate_magitech_assets.py` This script uses the bundled Python runtime with Pillow and generates vector-like raster PNGs. It intentionally avoids relying on one-off manual image files so future palette or silhouette changes can be regenerated consistently. ## 6. Preview Sheet Generated preview sheet: `public/sprites/magitech_art_contact_sheet.png` The preview sheet is for art review only and is not currently consumed by the game runtime. ## 7. Follow-up Art Tasks Recommended next art pass: 1. Add animation frame variants for normal and elite enemies. 2. Split skill icons into a formal UI icon atlas instead of relying on individual PNGs. 3. Add boss-specific silhouettes matching the narrative names in `bossRegistry.ts`. 4. Add projectile color language documentation for player, enemy, boss, and gimmick bullets. 5. Replace remaining CSS vocabulary from older cyber-neon UI with magitech naming over time. ## 8. Second Pass Correction After user review, the first art pack was judged too childish/cartoon-like. The generator and UI skin were rewritten. Second pass changes: - removed thick outlines - added brushed metal / stone noise - added stronger shadows and glow-based separation - changed vehicles into darker magitech airships - changed enemies into corrupted mechanical/stone silhouettes - changed backgrounds into darker stone grid ruins with broken circuitry - changed UI from bright toy-card framing to dark iron/crystal framing The reproducible generator remains: `scripts/generate_magitech_assets.py` ## 🔗 Knowledge Connections ### Related Concepts (Auto-Linked) * [[Hardware]] * [[Metal]] * [[Noise]] * [[Purpose]] * [[Scripts]]