Art Direction
What exists today
- Top-down 2D with pixel sprites rendered crisp (point filtering / pixelated rendering).
- Sprite pipeline: individual PNGs organized by category (weapons icons + world sprites, enemies per planet, characters with large portrait variants, abilities, per-planet backgrounds).
- Rendering: Unity 6 URP (2D).
- VFX: third-party cartoon/magic effect packs for muzzle flashes, trails, explosions and telegraph flourishes.
🚧 TBD — art direction is otherwise undefined. To write:
- Style guide: resolution/PPU standard, palette (tie into the rarity Tier 1–5 and planet color languages already used by UI), outline rules, animation frame budgets.
- Character/enemy silhouette rules (readability is a design pillar — see Vision & Overview).
- Per-planet environment identity beyond backgrounds.
- VFX language: what color/shape means danger vs. reward; how much screen can effects occupy in 4-player chaos.
- Missing assets: perk icons (perks currently share a default icon) and several weapon/world sprites.