# Mana Foundry original art contract All generated icons, renders, and materials replace Kenney Factory Kit in the playable demo. The recipe book remains the ID authority; this folder is the art authority. ## Shared look - Dark stone, aged brass, cyan ley-line light, violet high-tier charge. - Each biome only tints the accent, never the treatment: old kingdom cyan, forest sap-green, death soul-violet, ember slag-orange, mirror star-silver, rift gold, post-rift magenta. - No letters, numbers, UI chrome, watermark, or photographic people. - Isolated subject, generous margin, no ground plane, no baked contact shadow. ## Icons (`icons/items`) - Hand-painted fantasy factory inventory icon. - Three-quarter object view, solid fill with a thin dark-stone rim, same visual weight. - Flat charcoal field `#1A1612`. - Must read at 32px: one silhouette, one accent glow. ## Renders (`renders`) - Same orthographic south-east factory camera as the Godot scene (elevated, no perspective). - Machines sit on a hidden grid cell; the building is the only subject. - Logistics pieces match machine scale so a belt cell and a hopper share the same footprint language. ## Materials (`materials`) - Seamless painted tiles, non-directional lighting, no landmark motifs. - Used as albedo/emission sources, not as Kenney colormap swaps. ## Known defects - Several materials inherit the factory-stone crack layout, so a 2×2 tile of `aged_brass` still shows a seam. - A few late-game icons (`clay_construct`, `walker_construct`) read more sculpted than the painted crystal set, though they keep the charcoal field and padding. - Demo belt items map `raw_crystal` → `raw_mana_crystal`, `refined_crystal` → `awakened_crystal`, `charged_crystal` → `charged_phase_medium`, because the recipe book has no separate charged-crystal row.