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docs/Ashen_Realms_Icon_Design_Guidelines.md
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# Ashen Realms – Icon Design Guidelines
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## Purpose
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This document defines the visual design rules for **all future icons** in **Ashen Realms**.
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Its purpose is to ensure that every newly created icon:
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- fits the existing Ashen Realms look and feel,
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- remains readable in the UI,
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- can be extended consistently over time,
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- and does not drift into styles that break the game’s visual identity.
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These guidelines apply to:
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- item icons,
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- faction icons,
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- NPC / role icons,
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- enemy markers,
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- status-effect icons,
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- skill / ability icons,
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- currency icons,
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- UI utility icons,
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- reputation / progression icons,
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- and future icon categories.
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---
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## 1. Core Visual Identity
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Ashen Realms uses a **dark fantasy browser RPG** aesthetic.
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All icons must visually belong to the same world as the existing:
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- world map screens,
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- combat screens,
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- character screens,
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- hunt cards,
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- UI ornaments,
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- creature art,
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- and reputation / faction elements.
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### The intended overall feel is:
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- dark,
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- grounded,
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- serious,
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- atmospheric,
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- medieval / gothic,
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- realistic or painterly-realistic,
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- non-cartoon,
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- non-anime,
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- non-mobile-game.
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### Every icon should feel like one of these:
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- a real object from the world,
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- a crafted emblem or sigil,
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- a carved, forged, stitched, engraved, or painted artifact,
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- a readable symbolic gameplay marker that still belongs to the world.
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---
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## 2. Global Style Rules
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## 2.1 Required style qualities
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All icons should be:
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- visually clean and readable,
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- centered and balanced,
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- strong in silhouette,
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- detailed but not noisy,
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- high contrast against dark UI backgrounds,
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- rendered with believable materials,
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- delivered on a **true transparent background** unless a specific exception is requested.
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## 2.2 Forbidden style directions
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Do **not** create icons in any of these styles:
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- cartoon,
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- anime,
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- comic,
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- pixel art,
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- flat vector app icon style,
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- modern esports logo style,
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- bright casual mobile game style,
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- toy-like style,
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- exaggerated glossy fantasy-mobile style,
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- sci-fi interface style,
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- overly abstract minimalist symbol style.
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If an icon looks like it belongs to a mobile gacha game, a MOBA logo pack, or a modern productivity app, it is wrong.
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---
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## 3. Material Language
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A central part of Ashen Realms’ identity is believable materiality.
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Icons should feel **forged, worn, scavenged, inherited, blessed, cursed, stitched, or weathered**.
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### Preferred materials
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- blackened iron,
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- aged steel,
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- tarnished silver,
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- bronze / brass,
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- worn gold accents,
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- leather,
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- dark wood,
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- bone,
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- horn,
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- parchment,
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- rough cloth,
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- stone,
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- wax,
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- ember-charred surfaces,
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- ash-darkened surfaces.
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### Preferred surface detail
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- scratches,
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- dents,
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- soot,
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- wear,
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- chipped edges,
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- light corrosion / patina,
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- dried blood if thematically appropriate,
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- singed cloth,
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- cracked runes,
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- faint glow for magic or heat.
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### Avoid
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- perfectly clean surfaces,
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- smooth plastic look,
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- airbrushed casual-game polish,
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- chrome-like sterile rendering,
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- excessive sparkle,
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- excessive bloom.
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---
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## 4. Shape Language
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Every icon should be based on a **clear primary shape**.
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This shape is what makes the icon readable at small sizes.
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### Strong base-shape examples
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- sword,
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- shield,
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- skull,
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- claw,
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- fang,
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- potion bottle,
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- bag,
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- helm,
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- ring,
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- moon,
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- flame,
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- tower,
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- gate,
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- coin,
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- scroll,
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- paw mark,
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- eye,
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- antlers,
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- cross / X,
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- gem,
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- medallion.
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### Composition rule
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An icon should usually have:
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1. one dominant central object or symbol,
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2. one supporting silhouette or frame,
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3. only a few secondary detail elements.
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### Avoid
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- too many unrelated elements in one icon,
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- cluttered miniature scenes,
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- thin unreadable details as the main structure,
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- weak silhouette,
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- symbols that only make sense at very large size.
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---
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## 5. Color Rules
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Ashen Realms uses a restrained palette.
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### 5.1 General palette logic
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The base is usually:
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- charcoal,
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- black,
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- deep brown,
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- grey steel,
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- muted bronze,
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- old gold,
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- faded bone,
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- dark desaturated reds,
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- cold blue accents,
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- muted green accents,
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- ember orange highlights.
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### 5.2 Accent colors
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Accent colors should communicate meaning, not decoration.
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Examples:
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- **blue**: civilization, magic crystal, noble / city identity,
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- **red**: danger, violence, blood, corruption, raiders,
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- **green**: poison, wilderness, hunter / druidic influence,
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- **orange / ember**: fire, ash, heat, aggression,
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- **gold**: prestige, sacred, important, elite,
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- **white / wax / pale bone**: sacred duty, relics, vigil, purity.
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### 5.3 Rules for color usage
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- Keep the icon readable on dark UI backgrounds.
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- Use color intentionally.
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- Do not oversaturate the full icon.
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- One main accent color is usually enough.
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- A second accent is acceptable only if it improves meaning.
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- Metal neutrals should remain dominant in many icon types.
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---
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## 6. Glow and Magic Effects
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Glow effects are allowed, but must be controlled.
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### Appropriate glow usage
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- ember cracks in charred weapons,
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- faint runic light,
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- potion liquid glow,
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- moonlit eyes,
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- sacred candlelight,
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- rare arcane gem cores,
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- faint curse energy.
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### Rules
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- Glow should support the icon, not replace its structure.
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- The shape must still read without the glow.
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- Do not flood the whole icon with bloom.
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- Avoid neon or sci-fi lighting.
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---
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## 7. Transparency and Background Rules
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By default, future icons should be delivered as:
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- **PNG**
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- **transparent background**
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- with the object cut out cleanly
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### Important requirement
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The background must be **truly transparent**, not:
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- dark-filled,
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- fake transparent,
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- soft black boxed,
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- blurred backdrop,
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- or baked into a UI panel.
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### Exceptions
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A non-transparent icon background is only acceptable if explicitly requested for:
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- a full card artwork,
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- a framed UI tile,
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- a world illustration,
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- or a screenshot mockup.
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---
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## 8. Readability by Size
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Every icon should remain functional at the sizes relevant to the game UI.
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### Reference sizes
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- **1024×1024** – master asset / source icon
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- **256×256** – large UI display / previews
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- **128×128** – normal inventory or profile icon
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- **64×64** – standard in-game icon size
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- **32×32** – small lists, compact displays, status rows
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### Readability rules
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- The primary shape must still be recognizable at **32–64 px**.
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- Small icons should not depend on tiny textural detail.
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- Major contrast zones should remain visible when scaled down.
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- If necessary, simplify a future icon rather than packing in more detail.
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---
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## 9. Category-Specific Guidelines
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## 9.1 Item icons
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Item icons should represent **physical objects from the world**.
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### Examples
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- weapons,
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- armor,
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- trophies,
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- bags,
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- hides,
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- insignias,
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- bottles,
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- crafting materials,
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- relic fragments.
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### Rules
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- show the item clearly,
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- use a close-up icon composition,
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- prefer one object or one bundle,
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- avoid unnecessary scene context,
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- preserve material realism,
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- show damage / rarity / corruption through form and material, not only through glow.
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### Good item-icon motifs
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- nicked blade,
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- stitched pouch,
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- scorched token,
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- bloodied hide,
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- cracked talisman,
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- iron lantern,
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- bone charm,
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- fang bundle.
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---
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## 9.2 Faction icons
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Faction icons should be **heraldic world emblems**, not abstract logos.
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### Rules
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- strong central symbolic identity,
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- distinct silhouette,
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- ornamental but readable,
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- suitable for reputation rows, map affiliations, and faction overview screens.
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Typical motifs:
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- tower,
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- gate,
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- shield,
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- skull,
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- moon,
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- candle,
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- sword,
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- wolf,
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- antlers,
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- banners,
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- chains,
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- medallions.
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---
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## 9.3 Skill / ability icons
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Skill icons can be more symbolic than item icons, but must still feel grounded.
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### Rules
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- focus on the action or effect,
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- use a strong readable symbol,
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- show the weapon, force, or defense style directly,
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- keep silhouettes clear,
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- allow slightly stronger dramatic lighting than regular items.
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### Examples
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- crossed blades for attack,
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- shield impact for shield bash,
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- braced shield for defend,
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- heavy axe arc for a strong strike,
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- potion flask for consumable use.
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### Avoid
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- abstract magical swirls without a readable core shape,
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- MOBA-style visual clutter,
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- generic “energy explosion” icons.
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---
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## 9.4 Status-effect icons
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Status icons must be extremely readable and compact.
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### Rules
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- one clear symbol,
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- high clarity at 32 px,
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- strong semantic color,
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- minimal detail compared with larger icon types.
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### Examples
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- drop + wound for bleeding,
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- green fang or skull mist for poison,
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- shield for block / defense,
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- cracked armor for armor break,
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- flame mark for burn,
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- chain or slow-foot motif for slow,
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- moon-eye or confusion symbol for fear or curse.
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---
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## 9.5 Enemy markers / danger markers
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These are functional UI icons and should communicate threat quickly.
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### Rules
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- clear symbolic meaning,
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- simple silhouette,
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- darker harsher visual language,
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- aggressive accenting for danger levels.
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### Good motifs
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- skull,
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- claw mark,
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- horned mark,
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- blood X,
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- burning eye,
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- rank badge,
|
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- elite crown or iron wreath.
|
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|
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---
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## 9.6 Currency icons
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|
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Currency icons must look valuable and distinct.
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### Rules
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- simple shape at first glance,
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- physical token logic,
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- strongly differentiated silhouettes and materials,
|
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- enough contrast to separate currencies immediately.
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### Example differentiation
|
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- silver coin,
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- blue soul crystal,
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- gold premium coin,
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- regional token,
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- seal fragment,
|
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- hunter mark.
|
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|
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---
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|
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## 9.7 UI utility icons
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|
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These include interface-supporting icons such as:
|
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- map,
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- hunt,
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- inventory,
|
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- character,
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- shop,
|
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- mail,
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- settings,
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- group,
|
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- logout,
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- chat,
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- notifications.
|
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|
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### Rules
|
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- slightly cleaner than item icons,
|
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- still consistent with the fantasy setting,
|
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- readable and restrained,
|
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- should fit within framed navigation elements without looking too ornate.
|
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|
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### These icons may be:
|
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- simpler,
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- more symbolic,
|
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- less material-heavy than faction icons,
|
||||
- but must still avoid generic flat-app icon style.
|
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|
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---
|
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|
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## 10. Visual Hierarchy
|
||||
|
||||
Not all icon categories should have the same complexity.
|
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|
||||
### Recommended hierarchy
|
||||
|
||||
#### Highest detail
|
||||
- faction icons
|
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- rare item icons
|
||||
- prestige icons
|
||||
- major currencies
|
||||
- important sigils
|
||||
|
||||
#### Medium detail
|
||||
- regular item icons
|
||||
- skill icons
|
||||
- NPC role icons
|
||||
- map affiliation icons
|
||||
|
||||
#### Lower detail
|
||||
- status icons
|
||||
- small utility icons
|
||||
- danger markers
|
||||
- tiny inline symbols
|
||||
|
||||
This prevents small UI icons from becoming unreadable.
|
||||
|
||||
---
|
||||
|
||||
## 11. Consistency Rules
|
||||
|
||||
When creating future icons, always compare against existing Ashen Realms assets.
|
||||
|
||||
Every new icon should be checked for consistency in:
|
||||
- palette,
|
||||
- realism,
|
||||
- shape weight,
|
||||
- rendering quality,
|
||||
- mood,
|
||||
- material treatment,
|
||||
- level of ornament,
|
||||
- silhouette clarity.
|
||||
|
||||
### Key rule
|
||||
New icons should look like they were made by the **same art direction**, even if the motif differs.
|
||||
|
||||
---
|
||||
|
||||
## 12. Prompting Guidance for Future Asset Generation
|
||||
|
||||
When generating new icons with AI, prompts should be explicit.
|
||||
|
||||
A good icon prompt should define:
|
||||
- category,
|
||||
- object / symbol,
|
||||
- mood,
|
||||
- materials,
|
||||
- color accents,
|
||||
- transparency,
|
||||
- readability,
|
||||
- style exclusions.
|
||||
|
||||
### Prompt template
|
||||
|
||||
```text
|
||||
Create a dark fantasy icon for Ashen Realms.
|
||||
Subject: [icon subject].
|
||||
Style: realistic, painterly-realistic dark fantasy, grounded medieval gothic RPG UI asset.
|
||||
Materials: [materials].
|
||||
Colors: [base palette + accent].
|
||||
Composition: centered, strong silhouette, readable at small size.
|
||||
Background: transparent.
|
||||
Keep it ornate but clean, suitable for a dark fantasy browser RPG UI.
|
||||
Do not make it cartoonish, anime, flat vector, pixel art, or mobile-game styled.
|
||||
```
|
||||
|
||||
### Example
|
||||
|
||||
```text
|
||||
Create a dark fantasy item icon for Ashen Realms.
|
||||
Subject: a scorched raider insignia token with warped iron and faint ember cracks.
|
||||
Style: realistic, grounded dark fantasy, painterly-realistic RPG icon.
|
||||
Materials: blackened iron, scorched bronze, ash residue.
|
||||
Colors: dark iron, ember orange, muted red cloth accent.
|
||||
Composition: centered close-up, strong silhouette, readable at small size.
|
||||
Background: transparent.
|
||||
Do not make it cartoonish, glossy mobile-game style, or flat vector.
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 13. Naming and File Rules
|
||||
|
||||
### Master naming convention
|
||||
Use clear asset names.
|
||||
|
||||
Recommended pattern:
|
||||
|
||||
`ashen-realms-[category]-[subject]-icon-v1.png`
|
||||
|
||||
### Examples
|
||||
- `ashen-realms-item-charred-raider-insignia-icon-v1.png`
|
||||
- `ashen-realms-faction-graufurt-icon-v1.png`
|
||||
- `ashen-realms-status-bleeding-icon-v1.png`
|
||||
- `ashen-realms-skill-shield-bash-icon-v1.png`
|
||||
|
||||
### Recommended master format
|
||||
- PNG
|
||||
- square
|
||||
- transparent background
|
||||
- 1024×1024 when possible
|
||||
|
||||
---
|
||||
|
||||
## 14. Optional Variant System
|
||||
|
||||
Some icon families may later need multiple states.
|
||||
|
||||
### Example state variants
|
||||
- normal,
|
||||
- damaged,
|
||||
- elite,
|
||||
- cursed,
|
||||
- blessed,
|
||||
- locked,
|
||||
- completed,
|
||||
- defeated,
|
||||
- active,
|
||||
- disabled.
|
||||
|
||||
### Variant rule
|
||||
The **core silhouette and identity** must stay recognizable across variants.
|
||||
|
||||
Example:
|
||||
- a normal faction emblem,
|
||||
- a hostile-stained version,
|
||||
- a trusted / gilded version,
|
||||
- a faded locked version.
|
||||
|
||||
---
|
||||
|
||||
## 15. Review Checklist
|
||||
|
||||
Before accepting any future icon, verify all of the following:
|
||||
|
||||
### Style fit
|
||||
- [ ] It looks like Ashen Realms.
|
||||
- [ ] It matches the dark fantasy browser RPG direction.
|
||||
- [ ] It does not look cartoonish, anime, or like a mobile game.
|
||||
|
||||
### Readability
|
||||
- [ ] The silhouette is strong.
|
||||
- [ ] The icon is readable at 64 px.
|
||||
- [ ] The main subject is still understandable at 32 px if needed.
|
||||
|
||||
### Rendering
|
||||
- [ ] Materials look believable.
|
||||
- [ ] Detail is present but not noisy.
|
||||
- [ ] Glow effects are controlled.
|
||||
|
||||
### Color
|
||||
- [ ] Accent colors are restrained and meaningful.
|
||||
- [ ] The icon works against a dark UI background.
|
||||
|
||||
### Delivery
|
||||
- [ ] The background is truly transparent.
|
||||
- [ ] The icon is centered and cleanly cut out.
|
||||
- [ ] No unwanted frame or background plate is baked in unless explicitly requested.
|
||||
|
||||
### Category fit
|
||||
- [ ] The icon’s complexity suits its category.
|
||||
- [ ] It is distinct from existing icons.
|
||||
- [ ] It communicates the intended gameplay meaning clearly.
|
||||
|
||||
---
|
||||
|
||||
## 16. Short Version for Fast Reference
|
||||
|
||||
If only a short instruction is needed, use this:
|
||||
|
||||
> All future Ashen Realms icons must use a grounded dark-fantasy style with realistic materials, strong silhouettes, restrained colors, and clean transparency. They must remain readable at small UI sizes, avoid cartoon/mobile/vector aesthetics, and always look like they belong to the same visual family as the existing Ashen Realms screens, items, factions, and UI assets.
|
||||
|
||||
---
|
||||
|
||||
## 17. Final Principle
|
||||
|
||||
When in doubt, prefer:
|
||||
- darker over brighter,
|
||||
- clearer over busier,
|
||||
- grounded over flashy,
|
||||
- material realism over abstract symbolism,
|
||||
- strong silhouette over tiny detail,
|
||||
- Ashen Realms consistency over novelty.
|
||||
|
||||
A future icon should not merely look “good.”
|
||||
It should look like it could only belong to **Ashen Realms**.
|
||||
Reference in New Issue
Block a user