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This pass is superseded by Combat Wallpapers v04.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

Pyre cover art wallpaper v03

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

Pact Boss Standoff

Pact boss standoff wallpaper v03

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.