1.8 KiB
1.8 KiB
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_brassstill 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.