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Auto Warz — Art Direction Document

Document Type: Art & Audio Version: 0.6 Status: In Progress Last Updated: 2026-08-27 Vault destination: 03_Art & Audio Author: Solo Developer Parent Document: [01_Master GDD](<../01_Design Documents/01_Master GDD.md>) Related Documents: [05_Asset List & Delivery Specification](<./05_Asset List & Delivery Specification.md>) · [02_Blender Pipeline & Asset Standards](<./02_Blender Pipeline & Asset Standards.md>) · [03_Prompt Library](<./03_Prompt Library.md>) · [01_Technical Architecture Document](<../02_Technical Documents/01_Technical Architecture Document.md>) · [09_UI-UX Design Document](<../01_Design Documents/09_UI-UX Design Document.md>)


Authority: [07_Art Direction Style Bible](<./07_Art Direction Style Bible.md>). It is the locked specification for palette, surface finish, form language, signal channels and port geometry. This document covers what the Style Bible does not: world and terrain, effects, Genesis and alien design, UI, animation and the asset pipeline. Where the two disagree, the Style Bible wins.


Table of Contents


Purpose of This Document

This document defines the complete visual identity of Auto Warz. Every asset — buildings, terrain, effects, UI, characters — must be consistent with the style defined here.

This document must be read before generating any art asset. Generating assets without a locked style guide produces an inconsistent visual mess that is expensive to fix later. Style first, assets second.


Style Summary

Property Value
Style Clean chamfered hard-surface. Matte, minimal wear, precise mechanical forms.
Renderer Godot 4 Forward+, standard PBR plus an emission mask
Outlines None. No inverted hull, no outline pass.
Palette Light panel greys, one accent (Accent Orange), one emissive (Cyan)
Surface Matte. Roughness 0.55–0.65 panels, 0.45 accents, 0.70 dark structure. Metallic 0.0 on panels.
Wear / grime None on standard buildings
Tone Precise, industrial, legible. Impressive rather than gritty.

What This Style Is NOT

  • Not cel-shaded. No colour quantisation, no stepped lighting, no outline pass.
  • Not flat-colour. Surfaces are PBR with real roughness and metallic values.
  • Not colour-coded by category. Buildings are distinguished by silhouette.
  • Not voxel or blocky, and not organic curves.
  • Not gritty. No grime or wear layer on standard buildings.

Primary Visual References

Satisfactory

Clean, optimistic sci-fi industrial. Buildings are bold, geometric, and readable. The factory floor feels impressive and purposeful. Borrow: building silhouette clarity, sense of scale, industrial optimism.

Astroneer

Soft rounded shapes, friendly palette, approachable feel. Nothing feels threatening or harsh. Borrow: approachability, smooth geometry, the way colours pop against a clean background.

Townscaper

Extremely readable from above. Distinct colours per building type. Clean outlines. Every element is identifiable at a glance. Borrow: top-down readability, colour-coding as navigation, clean separation between elements.

Factorio

Dense, functional, utilitarian. Every building looks like it does a specific job. Borrow: purposeful building design, visual density that reads as productivity, category-colour system.

The Synthesis

Auto Warz buildings should feel like they belong in Satisfactory's world but painted by Townscaper's colour system, with Astroneer's approachability and Factorio's purposefulness. Clean, cool, readable, impressive.


Colour System

Core Palette

Extracted from [07_Art Direction Style Bible](<./07_Art Direction Style Bible.md>) §1.1. Do not edit here.

Role Hex Godot Color Usage
Panel Base #EBEDEC Color(0.922, 0.929, 0.925) Primary light panels. The dominant surface.
Panel Mid #CECAC6 Color(0.808, 0.792, 0.776) Secondary panels, subtle tonal breakup
Panel Shadow #A4A19D Color(0.643, 0.631, 0.616) Underside panels, occluded faces
Structure Grey #807F7E Color(0.502, 0.498, 0.494) Struts, frames, mechanical housings
Frame Dark #535E60 Color(0.325, 0.369, 0.376) Structural frames, joint housings. Slight cool cast.
Recess #2A3132 Color(0.165, 0.192, 0.196) Panel gaps, recessed channels, shadow lines
Void Black #0B0B0E Color(0.043, 0.043, 0.055) Vents, deepest recesses, open interiors only
Accent Orange #EC983A Color(0.925, 0.596, 0.227) Clamps, trim caps, mechanical joints, hazard trim
Emissive Cyan #2ED9E8 Color(0.180, 0.851, 0.910) All powered/active indicators

There is no category colour-coding. Buildings are distinguished by silhouette (Canonical Design Facts §6). The per-category accent table that used to sit here is removed. Accent Orange is the only accent, used for clamps, trim caps, mechanical joints and hazard trim, and it never identifies a building type.

Accent Colours — Effects & World

Element Colour Hex
Power conduit glow Bright Yellow #F5D000
Resource item (belt) Matches resource colour See resource table
Fluid in pipes Matches fluid colour See fluid table
Alien territory border Warning Red #CC2200
Genesis bot glow Pure White #FFFFFF
Selection highlight Bright Cyan #00E5FF
Placement ghost (valid) Translucent Green #00FF0044
Placement ghost (invalid) Translucent Red #FF000044

Fluid Colours in Pipes

Fluid Pipe Tint Hex
Coolant Cool blue #3A8ACA
Liquid Fuel Warm orange #CA6A1A
Liquid Metal Glowing amber #E8A020
Chemical Solvent Acid yellow-green #8ACA2A

Faction Badge Colours

Each faction has a distinct badge colour applied as a thin coloured band at the base of every building they own.

Faction Badge Colour Hex
Player (no faction) White #FFFFFF
The Salvagers Orange #E87820
The Vanguard Steel Blue #3A5A8C
The Cultivators Forest Green #3A7C3A
The Remnants Dark Purple #5A2A8C
Custom (multiplayer) Player-chosen

Building Visual Language

Core Construction Rules

Every building in Auto Warz must follow these rules:

  1. Clean chamfered hard-surface geometry — precise mechanical forms with 0.04 m chamfers. Not voxel/blocky, not organic curves.
  2. Silhouette is the identity — the top-down silhouette of each building must be unique and immediately recognisable. Players identify buildings by shape first, colour second.
  3. Rooftop detail matters most — the camera is top-down. The roof face must have interesting geometry (raised sections, recessed panels, protruding elements). Side faces are secondary.
  4. One accent, used sparingly. Accent Orange marks clamps, trim caps, mechanical joints and hazard trim. It never identifies a category.
  5. Faction badge at base — always a thin coloured band at ground level.
  6. Light panels, dark recesses. Panel greys dominate the surface; Recess and Void Black appear only in gaps, vents and open interiors.
  7. PBR materials, not flat colour. Roughness and metallic per Style Bible §1.9. Geometry provides the form; the emission mask provides the glow.

Building Height Guidelines

Building Type Base Height Notes
Small extraction (2×2) Low Drill element extends above roofline
Medium processing (3×3) Medium Chimney / exhaust features visible from above
Large processing (4×4) Medium-tall Complex rooftop machinery
Storage Low-medium Wide and squat
Power generators Medium Vents and exhaust stacks
Research labs Tall Antenna arrays, floating data elements
Defence turrets Medium Barrel extends prominently above base
Pipes / connectors Very low Ground-level, does not obstruct view

Silhouette Variety

No two building categories should share a top-down silhouette. Test every asset by converting its top-down render to greyscale — it must still be identifiable without colour.


Faction Badge System

The faction badge is a thin coloured band wrapping the entire base perimeter of a building. It sits at ground level.

Badge Rules

  • Thin band — approximately 10–15% of building height
  • Wraps the full perimeter of the building footprint
  • Colour matches the owning faction exactly (no variation)
  • Subtle emissive glow — slightly self-lit so it's visible in shadow
  • In multiplayer: badge colour reflects which player's faction owns the building
  • Neutral/unclaimed buildings have no badge (or a dim grey placeholder)

Badge Implementation (Godot 4)

# Badge is a separate MeshInstance3D child of the building scene
# Uses a flat box mesh: width=building_width, height=0.2, depth=building_depth
# Material: StandardMaterial3D with emission enabled
# Emission colour set at runtime from FactionDefinition resource

func set_faction_badge(faction: FactionDefinition) -> void:
    badge_mesh.material_override.albedo_color = faction.badge_colour
    badge_mesh.material_override.emission = faction.badge_colour
    badge_mesh.material_override.emission_energy = 0.8

Module Visuals

Modules do not stack. They sit in fixed slots on the building roof, and slot count comes from footprint size plus Machine Mk, not from research. The stacked-cube tower model is removed.

Full specification in [24_Module System Design](<../01_Design Documents/24_Module System Design.md>) §2. Module visual design is not yet authored.


Planet & Terrain

Home Planet (Phase 1)

The starting planet is a rocky, alien world — cool-toned, striking, not barren. Think a geologically active planet under a slightly cold sun.

Element Visual Description
Ground base Cool blue-grey rocky surface, flat-faced low poly geometry
Rock formations Scattered low poly boulders, same cool palette as ground
Organic patches Muted teal-green areas where Biomass Harvester operates
Water sources Flat reflective blue-grey pools, slightly emissive
Gas vents Dark ground with teal-yellow mist particle effect
Crystal deposits Blue-tinted low poly formations, bright sparkle emission
Ore deposits Steel grey-brown mounds, slightly darker than terrain
Alien territory border Red glowing line/particles marking the boundary
Coal deposits Dark charcoal grey mounds

Terrain Generation Visual Rules

  • Height variation is subtle — no dramatic cliffs in Phase 1
  • Resource nodes are visually distinct from terrain — different colour, slight height above ground
  • Alien zones have a visual tint — slightly darker/redder than player territory
  • Crashed ship wreckage visible near session start point — narrative anchor

Planet Types (Phase 2+)

Full planet visual design in [05_World Generation & Planet Types](<../01_Design Documents/05_World Generation & Planet Types.md>)

Planet Type Base Palette Accent
Terrestrial Cool blue-grey Teal
Lava Dark red-black Orange-red glow
Ocean Deep blue Cyan
Carbon Near-black Purple-blue
Rogue Cold white-grey Pale blue

Resource Nodes

Resource nodes must be visually identifiable from above without UI labels.

Resource Node Appearance Colour
Metal Ore Chunky voxel mound with rust-red veins #8C3A1A
Silicon Crystals Tall thin voxel crystal formation #4A7ACC
Chemical Gas Dark vent with rising yellow-green mist #7ACC2A
Biomass Low organic voxel mass, dark green #2A5A1A
Coal Dark grey-black voxel mound #2A2A2A
Water Flat blue-grey pool, slight emission #3A6A8C

Lighting & Atmosphere

Scene Lighting

  • Primary light: Single DirectionalLight3D — warm white, angle ~45° from upper-left
  • Ambient light: Warm fill, low intensity — prevents harsh shadows in recessed areas
  • No dynamic shadows on belts/items — performance consideration
  • Building shadows: Simple blob shadow on ground beneath each building

Emissive Elements

Glowing elements are self-lit — they do not depend on scene lighting. This ensures they always pop against the muted base palette.

Emissive elements include: - Cyan working lights on the machine body — alive and working, dimming with decay - Base ring status — unlit when healthy, amber for logistics faults, red for power - Resource items on belts - Fluid in pipes - Power conduit lines - Genesis bot glow - Alien territory border

The first two are signal channels with defined meanings. See [07_Art Direction Style Bible](<./07_Art Direction Style Bible.md>) §1.6 to §1.7b — do not add emissive elements that compete with them.

Time of Day

  • Day/night cycle exists (visual only in Phase 1)
  • Daytime: warm directional light, full visibility
  • Night: cool blue ambient, emissive elements glow brighter, solar panels show 0 output
  • Transition: gradual colour temperature shift over ~5 minutes real time
  • Night does not affect gameplay in Phase 1 (except solar panels)

Atmosphere

  • Subtle atmospheric haze on distant terrain (depth fog, very light)
  • Dust particle system on arid terrain areas (very sparse, performance-conscious)
  • Gas vent particle effects (yellow-green mist rising)

Surface & Shading

Standard PBR plus an emission mask. There is no cel-shader, no colour quantisation and no outline pass. The previous specification for all three is removed.

Extracted from [07_Art Direction Style Bible](<./07_Art Direction Style Bible.md>) §1.9. Do not edit here.

Property Value
Roughness (panels) 0.55 to 0.65
Roughness (orange accents) 0.45
Roughness (dark structure) 0.70
Metallic (panels) 0.0
Metallic (exposed mechanical) 0.8
Grime / wear layer None on standard buildings

Image 1 (drill) is out of spec on grime and gloss; when rebuilt, dial to the Image 3 standard.

Emission. #2ED9E8 at energy 2.5, scaling down to ~0.9 as a building decays. Emission is the only self-lit channel. Everything else is lit by the scene.

Bloom stays subtle: threshold 0.9, intensity 0.3, so only bright emissives halo.


Effects & Particles

Belt Item Movement

  • Items on belts are small coloured cubes (matching resource colour)
  • Size: ~0.3×0.3×0.3 world units
  • No physics — position interpolated between belt segments
  • Slight wobble animation (±5° rotation) as they move

Building Operation Effects

Building Effect
Mining Drill Dust particles rising from drill point
Smelter Orange heat shimmer + smoke particles from chimney
Chemical Plant Coloured fluid visible in glass pipe sections
Assembly Machine Spark particles during processing
Research Lab Floating data cube particles orbiting the building
Coal Generator Dark smoke + ember particles
Fuel Generator Clean blue flame visible in exhaust
Solar Panel Subtle shimmer on panel surface in daylight

Construction Effects

  • Ghost building pulses between 30–70% opacity while being built
  • Construction bots leave a brief spark trail as they work
  • Building "materialises" with a brief upward-sweep particle effect when completed

Combat & Defence Effects

  • Turret projectile: small fast-moving cube with motion trail
  • Alien hit: brief red flash on alien model
  • Building damaged by alien: crack texture overlay, smoke particles
  • Alien defeat: dissolve effect (cubes scatter and fade)

Power Effects

  • Power conduit lines between buildings: thin yellow animated lines
  • Power failure: brief red flash across all affected buildings
  • Accumulator charging: slow fill animation on building accent

Genesis Visual Design

Genesis is the player's only companion. Its visual design must feel distinct, memorable, and slightly endearing.

Design Principles

  • Flying bot — no legs, no tracks, hovers and moves through the air
  • Compact head + small body — mostly head, minimal body underneath
  • White/silver base — stands out against the muted terrain palette
  • Visor front panel — the defining feature, emits a laser beam for all interactions
  • Single laser system — same beam used for construction, deconstruction, and combat
  • Slightly endearing — despite being a weapon-capable bot, it should feel friendly
  • No faction badge — Genesis belongs to everyone

Genesis Design Specification

Body:   Small compact body — mostly head proportion, minimal torso
Head:   Dominant feature — large relative to body
Visor:  Front-facing panel/visor, glows blue-white when idle,
        laser beam emits from this panel during all actions
Hover:  No legs — floats above ground, thruster elements underneath
Glow:   Constant soft white/blue emission from visor panel
Badge:  None — Genesis belongs to everyone
Special: Unique — no other entity in the game looks like Genesis

Genesis Mesh Structure (Blender)

genesis_root
├── body_mesh          — main head + body form
├── emissive_mesh      — visor glow panel (blue-white)
└── thruster_particles — empty, positioned underneath for hover effect

Note: Laser beam is a Godot effect — a RayCast3D with a GPUParticles3D beam attached. Not modelled in Blender.

Genesis Animations

  • Idle: Gentle bobbing float, visor softly pulsing
  • Moving: Smooth glide through air, slight tilt in direction of travel
  • Building: Visor beam extends to construction ghost, fills bottom-to-top
  • Mining: Visor beam points downward at resource node
  • Combat: Visor beam sweeps to target, brighter intensity
  • Task complete: Brief bright flash from visor

Alien Visual Design

Full alien behaviour in [[06_Combat & War System Design]]

Design Principles

  • Clearly not human-made — organic shapes approximated in voxel geometry
  • Colour distinct from all building categories — no confusion with player structures
  • Readable silhouette from above — the camera is top-down
  • Exaggerated features — consistent with the chunky cartoon voxel style

Gravel Crawlers (Home Planet Phase 1)

Body: Low-slung rectangular mass, wide and flat
Colour: Stone grey (#7A7060) with amber eye markings (#CC8800)
Legs: 6 stub legs visible from above as small protrusions
Size: 1×2 voxel units (fits in 1 grid cell)
Glow: Amber eye sockets
Movement: Scuttling animation, legs alternate

General Alien Rules

  • All alien species use the same PBR material model as buildings (Style Bible §1.9)
  • Alien colours must not read as Accent Orange or Emissive Cyan, which are spoken for as the building accent and the alive-and-working signal
  • Each planet's alien species uses that planet's colour palette as a base
  • Alien sizes range from 1×1 to 3×3 grid cells (larger = rarer, more dangerous)

UI Visual Language

Full UI specification in [09_UI-UX Design Document](<../01_Design Documents/09_UI-UX Design Document.md>)

UI Style Consistency with World

  • UI panels use the same muted dark palette as the game world (in dark theme)
  • Accent colours in UI match their corresponding world colours (power = yellow, research = teal)
  • Resource icons are the same coloured cube representation as the in-world belt items
  • Building icons in the Build Menu are simplified top-down silhouettes of the actual buildings

Icon Style

  • All icons are flat, single-colour SVG
  • No gradients, no shadows on icons
  • Resource icons: square badge with resource colour + simple shape inside
  • Building icons: top-down silhouette, category colour fill, black outline

Animation Principles

The Five Animation Rules

  1. Everything that runs, moves — idle buildings have subtle animation (rotating fans, blinking lights, slow pulsing). A still factory feels dead.

  2. Animation communicates state — running = smooth animation, stalled = frozen, no power = all lights off and animation stops

  3. Keep it subtle — animations should be noticeable when you look for them, not distracting when you're not. Maximum amplitude is small.

  4. Performance first — particle effects and animations are the first thing to cut if frame rate suffers. Always have a low-detail mode.

  5. Voxel-appropriate movement — no smooth organic curves. Movement is mechanical, stepped, purposeful. This is a factory, not a forest.

Animation Types

Type Examples Implementation
Looping idle Fan rotation, light blink, pipe flow AnimationPlayer loop
State transition Power off (lights fade), stall (animation freeze) AnimationPlayer one-shot
Particle system Smoke, sparks, dust, construction GPUParticles3D
Shader animation Emissive pulse, belt item movement Shader time uniform
Tween Building materialise, module install Godot Tween

AI Art Stack

The art pipeline uses four tools chosen for cost-effectiveness and quality:

Tool Role Used For
Recraft AI image generation Concept art, building references, style exploration
Leonardo AI AI image generation Alternate concepts, texture references, character art
Vectorizer AI Raster → vector conversion UI icons, resource icons, flat 2D elements
Inkscape Vector editing (free) Icon cleanup, SVG polish, UI asset finalisation

When to Use Each Tool

Recraft — primary tool for 3D building concept generation. Handles consistent style well across multiple generations. Use for all building concepts and terrain references.

Leonardo AI — secondary tool, use when Recraft output isn't hitting the mark. Good for character art (Genesis, aliens) and more stylised outputs. Also useful for generating multiple variations quickly.

Vectorizer AI + Inkscape — exclusively for 2D flat assets: resource icons, building menu icons, UI elements, faction badges. Recraft/Leonardo generate the base image → Vectorizer converts to SVG → Inkscape cleans up paths.

What This Stack Does NOT Cover

  • 3D modelling — the art designer uses their own 3D tools (Blender recommended) to build .glb assets. The AI stack provides concept references, not 3D output.
  • Animation — handled in Blender / Godot AnimationPlayer directly.

Asset Pipeline

Workflow — 3D Buildings & Environment Assets

1. Define asset spec in this document (style, colour, footprint, accent colour)
2. Generate concept in Recraft using Master Style Prompt
   → If unsatisfied, try Leonardo AI as alternative
3. Share approved concept with art designer as 3D reference
4. Art designer builds low poly .glb in Blender matching the concept
5. Import .glb to Godot 4
6. Apply PBR materials per `Style Bible` §1.9 (roughness, metallic, emission mask)
7. Add faction badge child mesh (named badge_mesh)
8. Add emissive elements
9. Review at multiple zoom levels — pass quality checklist
10. Commit to repository: res://assets/buildings/bld_[id].glb

Workflow — 2D Icons & UI Assets

1. Generate flat icon concept in Recraft or Leonardo
2. Run through Vectorizer AI → exports clean SVG
3. Open in Inkscape — clean up paths, adjust colours to match palette
4. Export as SVG for UI use
5. Commit to repository: res://assets/icons/[category]/[id].svg

Quality Checklist (per 3D asset)

  • Reads clearly from top-down camera at normal zoom
  • Reads clearly at maximum zoom-out distance
  • Greyscale test passed — identifiable by silhouette alone
  • Faction badge child mesh present and named badge_mesh
  • Emissive elements glow correctly
  • Origin point at bottom-centre of footprint
  • Scale correct — fits its grid cells exactly
  • Materials match Style Bible §1.9 roughness/metallic; emission mask present where required
  • File named correctly (bld_[id].glb)

Concept Generation Prompts

The previous Recraft and Leonardo master prompts are removed. Both specified cel-shading, thick dark outlines, flat colour faces and per-category accent colours — every one of which is superseded.

The replacement lives in [07_Art Direction Style Bible](<./07_Art Direction Style Bible.md>) §4, which is currently marked Pending. It must embed the §1 palette values plus a locked reference render.

Writing replacement prompts here instead would author the authority's content in a downstream document, which is exactly the inversion this vault's precedence rule exists to prevent. Concept generation is blocked until §4 is written. Tracked as OI-249.


Asset List & Delivery Specification

Full asset list, priority order, delivery status tracking, and per-asset quality checklist have been moved to a dedicated document.

See: [05_Asset List & Delivery Specification](<./05_Asset List & Delivery Specification.md>)


What To Avoid

❌ Avoid ✅ Instead
Cel-shaded stepped lighting Standard PBR with real roughness and metallic response
Outlines of any kind Silhouette and chamfer do the separating work
Category colour-coding Silhouette identifies the building
Voxel / blocky geometry, or organic curves Clean chamfered hard-surface forms
Flat colour with no material response Matte PBR per Style Bible §1.9
Warm brown/earthy base palette Light panel greys, single orange accent
Grime, wear or weathering Clean, minimal wear
Mixing art styles across buildings Every asset must pass the Master Style Prompt test
Generating assets before reading this doc Style guide first, assets second — always
Fine detail that disappears at zoom-out All detail must read at maximum camera distance
Warm-tinted lighting Cool white or slightly cool blue directional light
Starting with many assets Approve Mining Drill + Smelter first — they set the standard

Open items for this document are tracked in docs/open-items.md, area art.

Revision History

Version Date Changes
0.6 2026-08-27 Rewritten against 07_Art Direction Style Bible. Cel-shader specification, outline pass and flat-colour model removed; replaced by PBR plus emission mask with the §1.9 surface table extracted. Per-category accent colours removed (Canonical §6: no category colour-coding). Core palette extracted from §1.1. Stacked-cube module visuals removed; modules sit in fixed roof slots. Emissive element list rewritten around the signal channels. Recraft and Leonardo prompts removed — the replacement is Style Bible §4, currently Pending (OI-249).
0.1 2026-02-22 Initial draft — chunky cartoon voxel style, VoxelMade reference, cel-shader spec, colour system, faction badges, module visuals, Genesis design, initial master prompt
0.2 2026-02-27 Major style update — switched from voxel to cel-shaded low poly. Cool blues/teals/steel greys palette. New references: Satisfactory, Astroneer, Townscaper, Factorio. Full asset list, technical specs, delivery format (.glb), quality checklist.
0.3 2026-02-27 Thronefall added as primary style reference. Key differences noted for art designer.
0.4 2026-02-27 AI art stack defined — Recraft (primary concept gen) + Leonardo AI (alternate/character) + Vectorizer AI (raster→SVG) + Inkscape (vector cleanup). Midjourney and Meshy removed. Separate workflows for 3D assets and 2D icons. Recraft and Leonardo master prompts with subject-specific accent colour table.
0.5 2026-03-03 Asset List & Delivery Specification extracted into standalone document [05_Asset List & Delivery Specification](<./05_Asset List & Delivery Specification.md>). Related Documents updated.

This document must be read before creating any art asset. Consistency is more valuable than quantity — 20 cohesive assets are better than 100 inconsistent ones.