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

TokenHexUse
primary#c1121fmachine-readable primary alias for blood
void#0a0a0apage / scene background
coal#121214panels, cards
iron#1e1e22raised surfaces
gunmetal#34343cborders, dividers, metal
blood#c1121fprimary — danger, CTAs, kills
bloodHot#ff2a18hot / hover states
hellfire#ff6a00secondary — embers, highlights
rust#8a4b2agrime, texture, muted accent
bone#e9e3d6headings / strong text
ash#9b958abody / dim text
toxic#8bdc1fthe Scourge only — sickly bio-glow, sparingly
acidOchre#b9a83amuted spore sacs, bile membranes, ranged hazard reads
hazardYellow#d6a21fWarden hazard marks, worn stencils, industrial warnings
bruisedViolet#5a3a6fmuted wing membranes / voidship shadow tissue, never neon
verdigris#3f6b5doxidized 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 (~72rem for marketing); generous vertical rhythm from the spacing scale. Card grids: 1 col → 2 → 3 at md/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.none for HUD/industrial chrome.
  • Hard edges, riveted/stencilled metal, warning-stripe motifs. No generic SaaS card softness.

Components

  • button-primaryprimary bg, bone text, rounded.sm. Main CTA.
  • button-secondaryhellfire bg, void text, 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-metaliron or gunmetal surfaces for HUD and chrome.
  • terminalvoid bg, ash mono text, rounded.sm.
  • badgeblood, bloodHot, rust, and toxic variants 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.