Combat Wallpapers v03
This pass is superseded by Combat Wallpapers v04. It improved composition, but still kept too much gritty/dotted surface texture in the ground, armor weathering, smoke, and ruin fields.
Why v03
The earlier wallpaper pass still let Scourge material become the subject. In close-up, parasite tendrils, bone, chitin, and green organs collapse into a busy brown-black texture mass. That is useful for creature design studies, but bad for wallpaper.
Combat wallpapers should feel closer to official game key art:
- big foreground heroes;
- clean triangular or poster composition;
- mid-distance enemies, not macro Scourge material;
- readable weapons, helmets, shields, and boss cores;
- broad red skies, smoke, ruins, and rim light;
- no stipple, dotted texture, halftone, pixel noise, or tangled close-up gore.
Pyre Cover Art

Use this for Pyre promotional read: heavy operator mass, readable cleaver and rifle, Scourge threats kept as midground silhouettes.
Pact Boss Standoff

Use this as the cleaner wallpaper anchor: human team foreground, huge Scourge boss as a distant silhouette, red breach sky and one toxic core as the threat read.
Asset Custody
- Master path:
packages/assets/masters/art/wallpapers/combat-v03/ - Generated source mirror:
packages/assets/sources/generated/2026-06-17/lore/wallpapers/combat-v03/ - Raw generator cache:
packages/assets/_archive/raw-generator-cache/codex-generated-images/2026-06-17/raw/019ed273-1c2a-7320-9b42-92655439fad6/
Runtime promotion requires crop/export to WebP, manifest registration, and a license/provenance record.