Overview
The single source of design truth for everything — the website, every game’s HUD and menus, and every AI-generated asset. The aesthetic is DOOM: brutal, metal, blood, and hellfire. Dark, heavy, gritty, high-contrast. This supersedes the earlier “neon-industrial” direction — there is no magenta/cyan neon. An agent that reads this file should produce black-void surfaces, gunmetal panels, bone headlines in uppercase comic display type, and blood-red call-to-action buttons with an ember glow. The lore Style-Bible points here.
Game Art Direction
Use gameArtDirection.shared as the house style, then layer the matching game
slug on top. Each game entry defines its camera, asset framing, palette bias,
and gameplay readability rule. assetgen.perGameFraming is the machine prompt
hook for camera/framing; gameArtDirection is the richer direction map for
agents, artists, and future generators.
Colors
| Token | Hex | Use |
|---|---|---|
primary | #c1121f | machine-readable primary alias for blood |
void | #0a0a0a | page / scene background |
coal | #121214 | panels, cards |
iron | #1e1e22 | raised surfaces |
gunmetal | #34343c | borders, dividers, metal |
blood | #c1121f | primary — danger, CTAs, kills |
bloodHot | #ff2a18 | hot / hover states |
hellfire | #ff6a00 | secondary — embers, highlights |
rust | #8a4b2a | grime, texture, muted accent |
bone | #e9e3d6 | headings / strong text |
ash | #9b958a | body / dim text |
toxic | #8bdc1f | the Scourge only — sickly bio-glow, sparingly |
acidOchre | #b9a83a | muted spore sacs, bile membranes, ranged hazard reads |
hazardYellow | #d6a21f | Warden hazard marks, worn stencils, industrial warnings |
bruisedViolet | #5a3a6f | muted wing membranes / voidship shadow tissue, never neon |
verdigris | #3f6b5d | oxidized old metal and voidship corrosion, desaturated only |
Rule: red + fire + metal + bone as the grade, with muted lane colors for readability. Toxic-green is reserved for the Scourge. Never neon.
Scourge rule: the Scourge is a parasite first. Scourge assets should show infestation, host takeover, invasive growth, fused wreckage, stolen bone/metal, ruptured tissue, and embedded breach cores. Avoid generic standalone demons, clean aliens, or monsters that do not look like they are wearing, consuming, or rewriting a host. The army can include multiple conquered host races and ruined technologies, but all forms need the same parasite grammar: toxic-green nodes, black chitin, wet tissue, tendrils, and rupture seams. Use role lanes to keep foes identifiable at speed: blood-red heavy melee, acid-ochre / toxic ranged sacs, bruised-violet membranes for light flyers, rust / verdigris machine corrosion, and bone / ash for titans and exposed armor. All lanes pass through the same dirty warm DOOM grade; none become clean body paint.
Typography
- Display — SSG Comic Condensed / heavy condensed comic display, UPPERCASE, zero tracking. Title, menu, HUD labels, pause panels, and comic impact words.
- Body — SSG Comic Condensed / condensed sans. Player-facing UI should read like comic lettering, not retro pixel type.
- Mono — SSG Comic Condensed with tabular numerics where possible. Counters, ammo, timers, and HUD numerics keep clear figure alignment.
Layout
- Centered max-width containers (~
72remfor marketing); generous vertical rhythm from thespacingscale. Card grids: 1 col → 2 → 3 atmd/lg. - In-game: HUD hugs the screen edges; heavy corners; numerics in mono.
Elevation & Depth
- No soft neon glow. Depth comes from value contrast, hard 1–2px borders, and inset
shadows. The only glow is ember (
elevation.ember) — orange→red — used sparingly on hot/active elements (Play buttons, alarms, breach FX).
Shapes
- Cards should read as comic speech bubbles, caption boxes, or torn ink panels: thick black contour, slightly irregular corners, hard offset shadow, and an optional tail/notch.
rounded.sm(2px) remains the default for small controls;rounded.nonefor HUD/industrial chrome.- Hard edges, riveted/stencilled metal, warning-stripe motifs. No generic SaaS card softness.
Components
- button-primary —
primarybg,bonetext,rounded.sm. Main CTA. - button-secondary —
hellfirebg,voidtext,rounded.sm. Secondary hot action. - card — comic bubble/caption panel with thick black ink border, hard offset shadow, and optional tail/notch.
- panel-raised / panel-metal —
ironorgunmetalsurfaces for HUD and chrome. - terminal —
voidbg,ashmono text,rounded.sm. - badge —
blood,bloodHot,rust, andtoxicvariants for status and faction tags.
Do’s and Don’ts
Do: lead with red + fire + metal + bone; UPPERCASE comic headers; reserve toxic-green for the Scourge; make Scourge forms read as parasitic infestation; use ember glow sparingly; keep edges hard and high-contrast.
Don’t: magenta/cyan or any neon; soft/large glows; pastel or low-contrast text; heavy rounding; clean/minimal sci-fi. If it doesn’t feel like blood on gunmetal, it’s wrong.