Files
2nd/10_Wiki/Topics/2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack.md
T

4.8 KiB

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Status: Superseded by semirealistic second pass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