Auto Warz — Art Direction Document¶
Document Type: Art & Audio Version: 0.6 Status: In Progress Last Updated: 2026-08-27 Vault destination:
03_Art & AudioAuthor: 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
- #Style Summary
- #Primary Visual Reference
- #Colour System
- #Building Visual Language
- #Faction Badge System
- #Planet & Terrain
- #Resource Nodes
- #Lighting & Atmosphere
- #Surface & Shading
- #Effects & Particles
- #Genesis Visual Design
- #Alien Visual Design
- #UI Visual Language
- #Animation Principles
- #AI Art Stack
- #Asset Pipeline
- #Concept Generation Prompts
- #What To Avoid
- #Revision History
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:
- Clean chamfered hard-surface geometry — precise mechanical forms with 0.04 m chamfers. Not voxel/blocky, not organic curves.
- 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.
- 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.
- One accent, used sparingly. Accent Orange marks clamps, trim caps, mechanical joints and hazard trim. It never identifies a category.
- Faction badge at base — always a thin coloured band at ground level.
- Light panels, dark recesses. Panel greys dominate the surface; Recess and Void Black appear only in gaps, vents and open interiors.
- 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
RayCast3Dwith aGPUParticles3Dbeam 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¶
-
Everything that runs, moves — idle buildings have subtle animation (rotating fans, blinking lights, slow pulsing). A still factory feels dead.
-
Animation communicates state — running = smooth animation, stalled = frozen, no power = all lights off and animation stops
-
Keep it subtle — animations should be noticeable when you look for them, not distracting when you're not. Maximum amplitude is small.
-
Performance first — particle effects and animations are the first thing to cut if frame rate suffers. Always have a low-detail mode.
-
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
.glbassets. 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.