Generation History

Record every generated asset or serious variation here. Drafts count. This is the provenance trail before assets are promoted into a game manifest.

Path Note - 2026-06-11

Entries before the asset package cleanup may mention historical app-local paths such as apps/web/public/* or games/scourge-survivors/src/assets/*. Current runtime art lives under packages/assets, and source-like generated material is reviewed outside runtime paths under packages/assets/_archive/.

Ledger Template

## YYYY-MM-DD - [asset-id] - v##
 
- Status:
- Game:
- Faction:
- Character/role:
- View:
- Tool:
- Plan:
- Kind:
- Source output:
- Workspace draft:
- Final asset:
- Prompt source:
- Post-processing:
- Notes:
- Decision:

2026-06-17 - comic-book-master-atlas - v01

  • Status: exploratory masters attached to lore.
  • Game: shared Deadrot lore + Scourge-Survivors runtime probe.
  • Faction: Pyre, Wardens, Scourge.
  • Character/role: bestiary roster, human roster, UI/codex, pause screen, combat wallpaper mood.
  • View: comic-book master boards.
  • Tool: built-in image_gen.
  • Plan: Codex built-in.
  • Kind: ai-2d-comic-master-reference.
  • Source output: selected files under packages/assets/_archive/raw-generator-cache/codex-generated-images/2026-06-17/raw/019ed273-1c2a-7320-9b42-92655439fad6/.
  • Workspace draft: packages/assets/sources/generated/2026-06-17/lore/comic-v01/.
  • Final asset: packages/assets/masters/art/lore-comic-v01/.
  • Prompt source: Comic-Book-Master-Atlas-v01 and the user-directed comic-book exploration pass.
  • Post-processing: copied selected generated PNG masters; cropped Wound-Hound into 256x128 WebP runtime views with ffmpeg + cwebp.
  • Notes: This is not the final production sprite pass. It establishes a comic master language and a playable fast-animal foe lane without promoting the rejected dotted/stippled look.
  • Decision: keep for review; generate dedicated Wound-Hound turnaround and per-entry comic masters next.

2026-06-03 - pyre-ranger-front - v01

  • Status: draft, not wired into the game.
  • Game: Scourge-Survivors / scourge-survivors probe.
  • Faction: The-Pyre.
  • Character/role: Ranger, balanced Purger trooper.
  • View: front.
  • Tool: built-in image_gen.
  • Plan: Codex built-in.
  • Kind: ai-2d-sprite draft.
  • Source output: ~/.codex/generated_images/019e8d78-c835-7241-82b7-8c7318721b14/ig_083e7076ef973bc7016a201ff67d2c8191a040bb517242be70.png
  • Workspace draft source: games/scourge-survivors/src/assets/sprites/drafts/player-ranger-front-pyre-v01-source.png
  • Workspace draft cutout: games/scourge-survivors/src/assets/sprites/drafts/player-ranger-front-pyre-v01-cutout.png
  • Final asset: none.
  • Prompt source: first-pass Ranger prompt, now normalized in Character-Prompt-Library.
  • Post-processing: copied source into workspace; Pillow helper was unavailable, so a draft alpha PNG was produced with ffmpeg chromakey=0x00ff00:0.10:0.03,format=rgba.
  • Notes: Good Pyre read: blackened armor, bone-white scorched plates, ember visor, dim diagnostics. Watch the tattered center cloth: useful for a zealot variant, but not necessarily the baseline Ranger.
  • Decision: keep as direction probe only; generate Tactical/Zealot/Perdition variants before replacing player-ranger-front.webp.

2026-06-03 - scourge-host-family-concepts - v01

  • Status: draft batch, not wired into the game.
  • Game: Scourge-Survivors and cross-game Scourge bestiary direction.
  • Faction: Scourge.
  • Character/role: Ripper, Spitter, Breach-Boss, Scourge Fighter.
  • View: single three-quarter concept angle per target.
  • Tool: built-in image_gen.
  • Plan: Codex built-in.
  • Kind: ai-2d-sprite concept batch.
  • Source output:
    • ~/.codex/generated_images/019e8d78-c835-7241-82b7-8c7318721b14/ig_0956ca1eaea30e16016a206d57a5d081919655c60e5aa09dbd.png
    • ~/.codex/generated_images/019e8d78-c835-7241-82b7-8c7318721b14/ig_0956ca1eaea30e16016a206d9362648191be73b29957be93f7.png
    • ~/.codex/generated_images/019e8d78-c835-7241-82b7-8c7318721b14/ig_0956ca1eaea30e16016a206dd147c48191a9d64af6432721dc.png
    • ~/.codex/generated_images/019e8d78-c835-7241-82b7-8c7318721b14/ig_0956ca1eaea30e16016a206e0ce03481918c2bc26ec30a021d.png
    • ~/.codex/generated_images/019e8d78-c835-7241-82b7-8c7318721b14/ig_0956ca1eaea30e16016a206e4af11881918846f6548351bdab.png
    • ~/.codex/generated_images/019e8d78-c835-7241-82b7-8c7318721b14/ig_0956ca1eaea30e16016a206e8a5bc481918cc55029bfd942cf.png
    • ~/.codex/generated_images/019e8d78-c835-7241-82b7-8c7318721b14/ig_0956ca1eaea30e16016a206ecc078c819193401c2b9899b2d9.png
  • Workspace draft: games/scourge-survivors/src/assets/sprites/drafts/2026-06-03-scourge-host-family-concepts/.
  • Final asset: none.
  • Prompt source: Scourge-Host-Families, Character-Prompt-Library, and lore/Art/Prompt-Batches/2026-06-03-scourge-host-family-concepts.md.
  • Post-processing: copied sources into workspace; created alpha PNG drafts with skills/skills/sprite-asset-promotion/scripts/chroma_cutout.sh; built opaque review contact sheet with ffmpeg.
  • Notes: Batch explores one parasite army wearing multiple conquered host races. Machine-graft Spitter reads heavier than a common enemy and may work better as an elite/artillery unit. Green edge fringe remains on draft cutouts.
  • Decision: await Vincent review before generating view turnarounds or replacing runtime assets.
  • Status: draft assets plus gallery integration.
  • Game: Ship Shit Games gallery and cross-game menu/UI direction.
  • Faction: shared Scourge universe.
  • Character/role: game key art and Doom-inspired menu systems.
  • View: 16:9 gallery thumbnails and 16:9 UI mockups.
  • Tool: built-in image_gen.
  • Plan: Codex built-in.
  • Kind: ai-key-art and ai-ui-reference draft.
  • Source output: see lore/Art/Prompt-Batches/2026-06-03-gallery-thumbnails-and-menu-ui.md.
  • Workspace draft: packages/assets/sources/generated/lore-art-ui-drafts/2026-06-03/.
  • Final asset: promoted to package-native game title art under packages/assets/games/<slug>/ui/menu/title.webp.
  • Prompt source: lore/Art/Prompt-Batches/2026-06-03-gallery-thumbnails-and-menu-ui.md.
  • Post-processing: resized/cropped gallery thumbnails to 1280x720 JPG with ffmpeg.
  • Notes: UI drafts are references only. Final menus should be real React/DOM controls with generated art used only as backgrounds, thumbnails, or icons.
  • Decision: gallery thumbnails are wired for review; menu UI direction awaits implementation pass.

2026-06-04 - key-art-placeholders - v01

  • Status: draft placeholder assets plus web integration.
  • Game: Ship Shit Games homepage and Zero Day.
  • Faction: shared Scourge universe.
  • Character/role: homepage breach-boss key art and first-contact orbital last stand.
  • View: 16:9 website hero/game key art.
  • Tool: built-in image_gen.
  • Plan: Codex built-in.
  • Kind: ai-key-art draft.
  • Source output: see lore/Art/Prompt-Batches/2026-06-04-key-art-placeholders.md.
  • Final asset:
    • packages/assets/concepts/zero-day/ui/social/og.png
    • packages/assets/universe/hero.webp
  • Prompt source: lore/Universe/Style-Bible.md and lore/Art/Prompt-Batches/2026-06-04-key-art-placeholders.md.
  • Post-processing: resized/cropped outputs with ffmpeg to 1280x720 for Zero Day and 1920x1080 for the homepage hero.
  • Notes: draft placeholders follow the locked void/rim-light/DOOM-grade art bible. Homepage and game-detail/card slots now render generated key art instead of sprite-only or CSS placeholders. Medium mismatch (updated 2026-06-17): the batch used a hi-fi concept render, and the later pixel target has also been superseded by the locked comic-book/cel-ink direction. These are off-canon placeholders pending regeneration in the locked comic style.
  • Decision: use as review placeholders; character, bestiary, and faction image slots still need their own generation pass.

2026-06-04 - website-portrait-placeholders - v01

  • Status: draft assets plus website integration.
  • Game: deadrot.com website.
  • Faction: Pyre, Wardens, Scourge.
  • Character/role: all missing character and bestiary card placeholders.
  • View: square website portrait plate.
  • Tool: built-in image_gen.
  • Plan: Codex built-in.
  • Kind: ai-website-portrait draft.
  • Source output: generated under ~/.codex/generated_images/019e8fbd-2348-77b1-ac5c-ea661293fe4b/ and ~/.codex/generated_images/019e8ff4-3cec-7d93-8b15-1880632dab7b/.
  • Workspace draft: none.
  • Final asset: promoted to package-native catalog/entity previews under packages/assets/entities/**/<game>.webp.
  • Prompt source: lore/Universe/Style-Bible.md, lore/Art/Character-Prompt-Library.md, and lore/Art/Prompt-Batches/2026-06-04-website-portrait-placeholders.md.
  • Post-processing: resized/padded to 768x768 PNG intermediates with ffmpeg, then converted to WebP with cwebp; project-local PNG intermediates removed after conversion.
  • Notes: Existing Scourge Survivors runtime sprites remain in place. These draft plates fill website card and dossier placeholders only.
  • Decision: wired for review; replace with promoted asset-pipeline outputs later when final portrait/style-lock assets exist. Off-canon (updated 2026-06-17): prompts were hi-fi render, and the later pixel target has also been superseded by the locked comic-book/cel-ink direction; regenerate in the locked comic style.

2026-06-04 - game-previs - v01

  • Status: draft pre-viz assets, not wired into the website or games.
  • Game: Scourge-Survivors, Deadlane, Pactfall, Starblight, Redline, Rothulk, Zero-Day.
  • Faction: shared Scourge universe; Pyre, Wardens, Scourge.
  • Character/role: game cover/key-art direction plates.
  • View: portrait 2:3 pre-viz key art; game-specific cameras where relevant.
  • Tool: built-in image_gen.
  • Plan: Codex built-in.
  • Kind: ai-key-art pre-viz draft.
  • Source output: ~/.codex/generated_images/019e9356-ec1a-7ab1-9cd1-bf183f811698/.
  • Workspace draft: packages/assets/sources/generated/lore-art-previs/2026-06-04/.
  • Final asset: none.
  • Prompt source: Art/Prompt-Batches/2026-06-04-game-previs.md.
  • Post-processing: copied generated PNGs into the lore workspace with stable game/version filenames; no crop, grade, pixelize, or WebP conversion yet.
  • Notes: Created seven game pre-viz directions plus a second Scourge-Survivors variant. Live production asset audit found current covers broadly on-style, with Zero-Day missing on production and Pactfall drifting too fantasy-knight.
  • Decision: keep as iteration set; compare variants before promoting any cover or generating per-game style refs.

2026-06-04 - fps-hud-previs - doom-pixel-hud-v06

  • Status: active buildable UI pre-viz.
  • Game: Scourge-Survivors.
  • Faction: Pyre player HUD with Scourge-only toxic signal.
  • Character/role: first-person survival HUD, upgrade overlay, loadout overlay, pause overlay.
  • View: browser-rendered DOM/CSS prototype over packages/assets/sources/generated/lore-art-previs/2026-06-04/scourge-survivors-v02.png.
  • Tool: hand-authored HTML/CSS/JS, verified with Playwright screenshots.
  • Workspace draft: packages/assets/sources/generated/lore-art-ui-drafts/2026-06-04/.
  • Final asset: none.
  • Prompt source: none; this is buildable UI pre-viz, not generated image UI.
  • Post-processing: captured screenshot-hud-desktop-doom-pixel.png, screenshot-upgrade-desktop-doom-pixel.png, and screenshot-hud-mobile-doom-pixel.png.
  • Notes: Pushed the restrained pixel pass back toward Doom after review. The current direction uses blood-red health/ammo, bone labels, black metal plates, compact weapon slots, Scourge-only toxic green, a small status face, minimal minimap/objective atom, center reticle, and low-right weapon/ammo card.
  • Decision: use this as the FPS HUD direction candidate for review before promotion into runtime components.

2026-06-05 - game-og-cards - v01

  • Status: final website social assets.
  • Game: Scourge-Survivors, Deadlane, Pactfall, Starblight, Redline, Rothulk, Zero-Day.
  • Faction: shared Scourge universe.
  • Character/role: game Open Graph cards.
  • View: 1200x630 social preview card.
  • Tool: existing built-in image_gen / gpt-image-2 source art, composed with Sharp.
  • Plan: Codex built-in source art plus deterministic text overlay.
  • Kind: ai-key-art-derived social card.
  • Source output: shipped package title art from packages/assets/games/<slug>/ui/menu/title.webp and packages/assets/sources/generated/lore-art-previs/2026-06-04/zero-day-v01.png.
  • Final asset:
    • packages/assets/games/scourge-survivors/ui/social/og.jpg
    • packages/assets/games/deadlane/ui/social/og.jpg
    • packages/assets/games/pactfall/ui/social/og.jpg
    • packages/assets/games/starblight/ui/social/og.jpg
    • packages/assets/games/redline/ui/social/og.jpg
    • packages/assets/games/rothulk/ui/social/og.jpg
    • packages/assets/concepts/zero-day/ui/social/og.png
  • Prompt source: Art/Prompt-Batches/2026-06-03-gallery-thumbnails-and-menu-ui.md, Art/Prompt-Batches/2026-06-04-game-previs.md, and Art/Prompt-Batches/2026-06-05-game-og-cards.md.
  • Post-processing: generated a blurred/dimmed art backing, a right-side crisp art crop, and exact Deadrot/title/tagline/URL SVG text overlay at 1200x630.
  • Notes: Zero Day uses the package concept image until it has a shipped game runtime pack.
  • Decision: wired into /games/[slug] metadata as Open Graph and Twitter summary_large_image cards.

2026-06-05 - locked-scourge-melee-and-boss-runtime-refresh - v01

  • Status: promoted into runtime.
  • Game: Scourge-Survivors.
  • Faction: Scourge.
  • Character/role: Swarm Ripper / Host Grunt melee foe and Breach-Boss.
  • View: front / side / back runtime billboard sprites.
  • Tool: built-in image_gen / gpt-image-2.
  • Plan: Codex built-in.
  • Kind: ai-2d-sprite runtime refresh.
  • Source output:
    • ~/.codex/generated_images/019e9847-b3ba-7de1-996b-bc342ffdd61a/ig_0470aa91021088af016a22ed9b2b6c819197f8d4b4b0ac3443.png
    • ~/.codex/generated_images/019e9847-b3ba-7de1-996b-bc342ffdd61a/ig_0470aa91021088af016a22ee1ffd2c8191bc6029fcddaa27ad.png
  • Workspace draft: packages/assets/games/scourge-survivors/sources/drafts/sprites/2026-06-05-locked-runtime-refresh/.
  • Final asset:
    • packages/assets/games/scourge-survivors/enemies/scourge/host-grunt/{front,side,back}.webp
    • packages/assets/games/scourge-survivors/enemies/scourge/breach-boss/{front,side,back}.webp
  • Prompt source: Art/style-bakeoff/run-d2.sh, packages/assets/sources/generated/lore-art-style-refs/2026-06-04/scourge-survivors.webp, and direct review that melee foes need body-grown swords and the boss was being cut in-game.
  • Post-processing: copied source sheets into the asset package; sliced three equal cells; removed sampled magenta key with ffmpeg colorkey; nearest-neighbor downscaled; padded with alpha; encoded lossless WebP.
  • Notes: Melee now has sword-like bone blades grown from the forearms, not separate held weapons. Boss sprites have extra texture padding and reduced manifest sprite height so they stop filling/cutting the camera.
  • Decision: promoted to runtime and mirrored to website/public sprite copies plus shared entity preview plates.

2026-06-05 - scourge-animation-pack - v01

  • Status: generated, not yet wired into runtime.
  • Game: Scourge-Survivors.
  • Faction: Scourge.
  • Character/role: Host Grunt, Spitter Host, Winged Host, Breach-Boss.
  • View: front / side / back animation frames.
  • Tool: built-in image_gen / gpt-image-2.
  • Plan: Codex built-in.
  • Kind: ai-2d-animation-sprite-sheet.
  • Workspace final:
    • packages/assets/games/scourge-survivors/animations/scourge/host-grunt/
    • packages/assets/games/scourge-survivors/animations/scourge/spitter-host/
    • packages/assets/games/scourge-survivors/animations/scourge/winged-host/
    • packages/assets/games/scourge-survivors/animations/scourge/breach-boss/
  • Prompt source: Art/Prompt-Batches/2026-06-05-scourge-animation-pack.md.
  • Post-processing: generated 3x6 action sheets; archived originals outside the runtime package; split into six frames per view; removed #ff00ff chroma key; nearest-neighbor downscaled; alpha padded; encoded lossless WebP.
  • Notes: The pack establishes enemy readability lanes: blood-red heavy melee, chartreuse acid ranged, purple-wing lightweight flyer, and deep crimson-black massive boss.
  • Decision: keep as an animation asset pack and wire into the renderer in a follow-up implementation pass. First spitter walk frames and first winged fly frames were also promoted into the current runtime static sprites so the color lanes are immediately visible in-game.