Style Lock Audit - 2026-06-05
Answer
Yes, we have the prompt. The exact prompt that produced the locked reference
family is preserved in Art/style-bakeoff/run-d2.sh. The specific package image
packages/assets/sources/generated/lore-art-style-bakeoff/2026-06-04/d2-ripper-medium.png maps to PROMPT[ripper-medium]:
STYLE: HIGH-DETAIL PIXEL ART game sprite tuned for GAMEPLAY readability. TRUE
pixel art on a visible chunky pixel grid: bold hand-placed pixels, hard crisp
pixel edges, NO anti-aliasing, ordered dithered shading. SILHOUETTE-FIRST - a
clean, instantly readable shape - with a subtle dark outline and a single
hellfire rim-light from one low side so it pops off a dark background;
consistent lighting direction across the set. Detailed but NOT noisy. Premium
modern pixel-art (Blasphemous, Dead Cells) crossed with remastered 1990s DOOM
sprites. ABSOLUTELY NOT a smooth 3D render, NOT photorealistic, NOT
anti-aliased, NOT painted concept art - it MUST read as chunky pixel art made
of visible square pixels.The chunkiness clause for the locked file is:
Medium-chunky pixel grid, roughly a 110px-tall sprite - clearly blocky visible
pixels.The subject clause is the Scourge Swarm-Ripper. The palette and parasite rules
are in the same script and are mirrored by Universe/Style-Bible.md plus
DESIGN.md’s assetgen: block.
Do We Follow It Everywhere?
Not yet.
Mechanically present after this audit pass:
- Website game card images, hero image, OG cards, character sprites, and bestiary sprites all resolve to files.
packages/assets/assets-catalog.jsonhas no pending entity renders for the games it declares in each entity row.- Scourge Survivors consumes
@shipshitgames/assets/scourge-survivors. - Per-game style-reference files now exist in
packages/assets/sources/generated/lore-art-style-refs/2026-06-04/. - The DOOM palette file now exists at
packages/assets/tokens/palettes/doom.gpl. - Shared catalog assets now resolve under
packages/assets/shared/.
Still drifting / incomplete:
- The 2026-06-04 website key-art and portrait placeholder batches are explicitly marked off-canon because they used hi-fi render language instead of the locked medium-chunky pixel-art prompt.
- Deadlane, Pactfall, Starblight, Redline, and Rothulk still mostly render procedural/prototype shapes in app code instead of consuming the shared entity catalog at runtime.
- The shared catalog had missing shared assets: FX, UI icons, font files, and audio cues. First-pass placeholders were added on 2026-06-05.
- The entity catalog paths existed, but the entity files were 182-byte placeholder WebPs. First-pass visible 256x256 plates were generated from the best existing Deadrot sprite/portrait source on 2026-06-05. These unblock resolution, but they are not final per-game camera renders.
Leftovers To Regenerate
Superseded prompt batches:
Art/Prompt-Batches/2026-06-04-key-art-placeholders.mdArt/Prompt-Batches/2026-06-04-website-portrait-placeholders.md
Superseded asset families:
- Website hero/game key art that came from the hi-fi placeholder pass.
- Website portrait plates generated from the hi-fi placeholder pass.
- Any catalog entity plate still sourced from those website portrait plates; these are first-pass visibility placeholders until regenerated through the locked asset pipeline.
- Any future asset generated from prompt phrases like
hi-fi render,not pixel art,smooth 3D,painted concept art, or cyberpunk neon.
Pinned Files
packages/assets/sources/generated/lore-art-style-refs/2026-06-04/scourge-survivors.webppackages/assets/sources/generated/lore-art-style-refs/2026-06-04/scourge-survivors.webppackages/assets/sources/generated/lore-art-style-bakeoff/2026-06-04/d2-ripper-medium.png
After the 2026-06-11 asset cleanup, generated-output history no longer lives
inside runtime paths. Review-only source material belongs in
packages/assets/_archive/ or outside git.
First-Pass Assets Added
- 38 visible entity plates under
packages/assets/entities/**/<game>.webp, replacing 182-byte placeholder files. - 4 shared FX WebPs under
packages/assets/shared/fx/. - 5 shared UI SVGs under
packages/assets/shared/ui/. - 2 self-hosted WOFF2 font files under
packages/assets/shared/fonts/. - 3 shared synthetic OGG audio cues under
packages/assets/shared/audio/. - The post-grade palette file at
packages/assets/tokens/palettes/doom.gpl.