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docs/Ashen_Realms_Icon_Design_Guidelines.md
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@@ -0,0 +1,657 @@
|
|||||||
|
# Ashen Realms – Icon Design Guidelines
|
||||||
|
|
||||||
|
## Purpose
|
||||||
|
|
||||||
|
This document defines the visual design rules for **all future icons** in **Ashen Realms**.
|
||||||
|
|
||||||
|
Its purpose is to ensure that every newly created icon:
|
||||||
|
- fits the existing Ashen Realms look and feel,
|
||||||
|
- remains readable in the UI,
|
||||||
|
- can be extended consistently over time,
|
||||||
|
- and does not drift into styles that break the game’s visual identity.
|
||||||
|
|
||||||
|
These guidelines apply to:
|
||||||
|
- item icons,
|
||||||
|
- faction icons,
|
||||||
|
- NPC / role icons,
|
||||||
|
- enemy markers,
|
||||||
|
- status-effect icons,
|
||||||
|
- skill / ability icons,
|
||||||
|
- currency icons,
|
||||||
|
- UI utility icons,
|
||||||
|
- reputation / progression icons,
|
||||||
|
- and future icon categories.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 1. Core Visual Identity
|
||||||
|
|
||||||
|
Ashen Realms uses a **dark fantasy browser RPG** aesthetic.
|
||||||
|
|
||||||
|
All icons must visually belong to the same world as the existing:
|
||||||
|
- world map screens,
|
||||||
|
- combat screens,
|
||||||
|
- character screens,
|
||||||
|
- hunt cards,
|
||||||
|
- UI ornaments,
|
||||||
|
- creature art,
|
||||||
|
- and reputation / faction elements.
|
||||||
|
|
||||||
|
### The intended overall feel is:
|
||||||
|
- dark,
|
||||||
|
- grounded,
|
||||||
|
- serious,
|
||||||
|
- atmospheric,
|
||||||
|
- medieval / gothic,
|
||||||
|
- realistic or painterly-realistic,
|
||||||
|
- non-cartoon,
|
||||||
|
- non-anime,
|
||||||
|
- non-mobile-game.
|
||||||
|
|
||||||
|
### Every icon should feel like one of these:
|
||||||
|
- a real object from the world,
|
||||||
|
- a crafted emblem or sigil,
|
||||||
|
- a carved, forged, stitched, engraved, or painted artifact,
|
||||||
|
- a readable symbolic gameplay marker that still belongs to the world.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 2. Global Style Rules
|
||||||
|
|
||||||
|
## 2.1 Required style qualities
|
||||||
|
|
||||||
|
All icons should be:
|
||||||
|
- visually clean and readable,
|
||||||
|
- centered and balanced,
|
||||||
|
- strong in silhouette,
|
||||||
|
- detailed but not noisy,
|
||||||
|
- high contrast against dark UI backgrounds,
|
||||||
|
- rendered with believable materials,
|
||||||
|
- delivered on a **true transparent background** unless a specific exception is requested.
|
||||||
|
|
||||||
|
## 2.2 Forbidden style directions
|
||||||
|
|
||||||
|
Do **not** create icons in any of these styles:
|
||||||
|
- cartoon,
|
||||||
|
- anime,
|
||||||
|
- comic,
|
||||||
|
- pixel art,
|
||||||
|
- flat vector app icon style,
|
||||||
|
- modern esports logo style,
|
||||||
|
- bright casual mobile game style,
|
||||||
|
- toy-like style,
|
||||||
|
- exaggerated glossy fantasy-mobile style,
|
||||||
|
- sci-fi interface style,
|
||||||
|
- overly abstract minimalist symbol style.
|
||||||
|
|
||||||
|
If an icon looks like it belongs to a mobile gacha game, a MOBA logo pack, or a modern productivity app, it is wrong.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 3. Material Language
|
||||||
|
|
||||||
|
A central part of Ashen Realms’ identity is believable materiality.
|
||||||
|
|
||||||
|
Icons should feel **forged, worn, scavenged, inherited, blessed, cursed, stitched, or weathered**.
|
||||||
|
|
||||||
|
### Preferred materials
|
||||||
|
- blackened iron,
|
||||||
|
- aged steel,
|
||||||
|
- tarnished silver,
|
||||||
|
- bronze / brass,
|
||||||
|
- worn gold accents,
|
||||||
|
- leather,
|
||||||
|
- dark wood,
|
||||||
|
- bone,
|
||||||
|
- horn,
|
||||||
|
- parchment,
|
||||||
|
- rough cloth,
|
||||||
|
- stone,
|
||||||
|
- wax,
|
||||||
|
- ember-charred surfaces,
|
||||||
|
- ash-darkened surfaces.
|
||||||
|
|
||||||
|
### Preferred surface detail
|
||||||
|
- scratches,
|
||||||
|
- dents,
|
||||||
|
- soot,
|
||||||
|
- wear,
|
||||||
|
- chipped edges,
|
||||||
|
- light corrosion / patina,
|
||||||
|
- dried blood if thematically appropriate,
|
||||||
|
- singed cloth,
|
||||||
|
- cracked runes,
|
||||||
|
- faint glow for magic or heat.
|
||||||
|
|
||||||
|
### Avoid
|
||||||
|
- perfectly clean surfaces,
|
||||||
|
- smooth plastic look,
|
||||||
|
- airbrushed casual-game polish,
|
||||||
|
- chrome-like sterile rendering,
|
||||||
|
- excessive sparkle,
|
||||||
|
- excessive bloom.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 4. Shape Language
|
||||||
|
|
||||||
|
Every icon should be based on a **clear primary shape**.
|
||||||
|
|
||||||
|
This shape is what makes the icon readable at small sizes.
|
||||||
|
|
||||||
|
### Strong base-shape examples
|
||||||
|
- sword,
|
||||||
|
- shield,
|
||||||
|
- skull,
|
||||||
|
- claw,
|
||||||
|
- fang,
|
||||||
|
- potion bottle,
|
||||||
|
- bag,
|
||||||
|
- helm,
|
||||||
|
- ring,
|
||||||
|
- moon,
|
||||||
|
- flame,
|
||||||
|
- tower,
|
||||||
|
- gate,
|
||||||
|
- coin,
|
||||||
|
- scroll,
|
||||||
|
- paw mark,
|
||||||
|
- eye,
|
||||||
|
- antlers,
|
||||||
|
- cross / X,
|
||||||
|
- gem,
|
||||||
|
- medallion.
|
||||||
|
|
||||||
|
### Composition rule
|
||||||
|
An icon should usually have:
|
||||||
|
1. one dominant central object or symbol,
|
||||||
|
2. one supporting silhouette or frame,
|
||||||
|
3. only a few secondary detail elements.
|
||||||
|
|
||||||
|
### Avoid
|
||||||
|
- too many unrelated elements in one icon,
|
||||||
|
- cluttered miniature scenes,
|
||||||
|
- thin unreadable details as the main structure,
|
||||||
|
- weak silhouette,
|
||||||
|
- symbols that only make sense at very large size.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. Color Rules
|
||||||
|
|
||||||
|
Ashen Realms uses a restrained palette.
|
||||||
|
|
||||||
|
### 5.1 General palette logic
|
||||||
|
The base is usually:
|
||||||
|
- charcoal,
|
||||||
|
- black,
|
||||||
|
- deep brown,
|
||||||
|
- grey steel,
|
||||||
|
- muted bronze,
|
||||||
|
- old gold,
|
||||||
|
- faded bone,
|
||||||
|
- dark desaturated reds,
|
||||||
|
- cold blue accents,
|
||||||
|
- muted green accents,
|
||||||
|
- ember orange highlights.
|
||||||
|
|
||||||
|
### 5.2 Accent colors
|
||||||
|
Accent colors should communicate meaning, not decoration.
|
||||||
|
|
||||||
|
Examples:
|
||||||
|
- **blue**: civilization, magic crystal, noble / city identity,
|
||||||
|
- **red**: danger, violence, blood, corruption, raiders,
|
||||||
|
- **green**: poison, wilderness, hunter / druidic influence,
|
||||||
|
- **orange / ember**: fire, ash, heat, aggression,
|
||||||
|
- **gold**: prestige, sacred, important, elite,
|
||||||
|
- **white / wax / pale bone**: sacred duty, relics, vigil, purity.
|
||||||
|
|
||||||
|
### 5.3 Rules for color usage
|
||||||
|
- Keep the icon readable on dark UI backgrounds.
|
||||||
|
- Use color intentionally.
|
||||||
|
- Do not oversaturate the full icon.
|
||||||
|
- One main accent color is usually enough.
|
||||||
|
- A second accent is acceptable only if it improves meaning.
|
||||||
|
- Metal neutrals should remain dominant in many icon types.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. Glow and Magic Effects
|
||||||
|
|
||||||
|
Glow effects are allowed, but must be controlled.
|
||||||
|
|
||||||
|
### Appropriate glow usage
|
||||||
|
- ember cracks in charred weapons,
|
||||||
|
- faint runic light,
|
||||||
|
- potion liquid glow,
|
||||||
|
- moonlit eyes,
|
||||||
|
- sacred candlelight,
|
||||||
|
- rare arcane gem cores,
|
||||||
|
- faint curse energy.
|
||||||
|
|
||||||
|
### Rules
|
||||||
|
- Glow should support the icon, not replace its structure.
|
||||||
|
- The shape must still read without the glow.
|
||||||
|
- Do not flood the whole icon with bloom.
|
||||||
|
- Avoid neon or sci-fi lighting.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Transparency and Background Rules
|
||||||
|
|
||||||
|
By default, future icons should be delivered as:
|
||||||
|
- **PNG**
|
||||||
|
- **transparent background**
|
||||||
|
- with the object cut out cleanly
|
||||||
|
|
||||||
|
### Important requirement
|
||||||
|
The background must be **truly transparent**, not:
|
||||||
|
- dark-filled,
|
||||||
|
- fake transparent,
|
||||||
|
- soft black boxed,
|
||||||
|
- blurred backdrop,
|
||||||
|
- or baked into a UI panel.
|
||||||
|
|
||||||
|
### Exceptions
|
||||||
|
A non-transparent icon background is only acceptable if explicitly requested for:
|
||||||
|
- a full card artwork,
|
||||||
|
- a framed UI tile,
|
||||||
|
- a world illustration,
|
||||||
|
- or a screenshot mockup.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Readability by Size
|
||||||
|
|
||||||
|
Every icon should remain functional at the sizes relevant to the game UI.
|
||||||
|
|
||||||
|
### Reference sizes
|
||||||
|
- **1024×1024** – master asset / source icon
|
||||||
|
- **256×256** – large UI display / previews
|
||||||
|
- **128×128** – normal inventory or profile icon
|
||||||
|
- **64×64** – standard in-game icon size
|
||||||
|
- **32×32** – small lists, compact displays, status rows
|
||||||
|
|
||||||
|
### Readability rules
|
||||||
|
- The primary shape must still be recognizable at **32–64 px**.
|
||||||
|
- Small icons should not depend on tiny textural detail.
|
||||||
|
- Major contrast zones should remain visible when scaled down.
|
||||||
|
- If necessary, simplify a future icon rather than packing in more detail.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Category-Specific Guidelines
|
||||||
|
|
||||||
|
## 9.1 Item icons
|
||||||
|
|
||||||
|
Item icons should represent **physical objects from the world**.
|
||||||
|
|
||||||
|
### Examples
|
||||||
|
- weapons,
|
||||||
|
- armor,
|
||||||
|
- trophies,
|
||||||
|
- bags,
|
||||||
|
- hides,
|
||||||
|
- insignias,
|
||||||
|
- bottles,
|
||||||
|
- crafting materials,
|
||||||
|
- relic fragments.
|
||||||
|
|
||||||
|
### Rules
|
||||||
|
- show the item clearly,
|
||||||
|
- use a close-up icon composition,
|
||||||
|
- prefer one object or one bundle,
|
||||||
|
- avoid unnecessary scene context,
|
||||||
|
- preserve material realism,
|
||||||
|
- show damage / rarity / corruption through form and material, not only through glow.
|
||||||
|
|
||||||
|
### Good item-icon motifs
|
||||||
|
- nicked blade,
|
||||||
|
- stitched pouch,
|
||||||
|
- scorched token,
|
||||||
|
- bloodied hide,
|
||||||
|
- cracked talisman,
|
||||||
|
- iron lantern,
|
||||||
|
- bone charm,
|
||||||
|
- fang bundle.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9.2 Faction icons
|
||||||
|
|
||||||
|
Faction icons should be **heraldic world emblems**, not abstract logos.
|
||||||
|
|
||||||
|
### Rules
|
||||||
|
- strong central symbolic identity,
|
||||||
|
- distinct silhouette,
|
||||||
|
- ornamental but readable,
|
||||||
|
- suitable for reputation rows, map affiliations, and faction overview screens.
|
||||||
|
|
||||||
|
Typical motifs:
|
||||||
|
- tower,
|
||||||
|
- gate,
|
||||||
|
- shield,
|
||||||
|
- skull,
|
||||||
|
- moon,
|
||||||
|
- candle,
|
||||||
|
- sword,
|
||||||
|
- wolf,
|
||||||
|
- antlers,
|
||||||
|
- banners,
|
||||||
|
- chains,
|
||||||
|
- medallions.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9.3 Skill / ability icons
|
||||||
|
|
||||||
|
Skill icons can be more symbolic than item icons, but must still feel grounded.
|
||||||
|
|
||||||
|
### Rules
|
||||||
|
- focus on the action or effect,
|
||||||
|
- use a strong readable symbol,
|
||||||
|
- show the weapon, force, or defense style directly,
|
||||||
|
- keep silhouettes clear,
|
||||||
|
- allow slightly stronger dramatic lighting than regular items.
|
||||||
|
|
||||||
|
### Examples
|
||||||
|
- crossed blades for attack,
|
||||||
|
- shield impact for shield bash,
|
||||||
|
- braced shield for defend,
|
||||||
|
- heavy axe arc for a strong strike,
|
||||||
|
- potion flask for consumable use.
|
||||||
|
|
||||||
|
### Avoid
|
||||||
|
- abstract magical swirls without a readable core shape,
|
||||||
|
- MOBA-style visual clutter,
|
||||||
|
- generic “energy explosion” icons.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9.4 Status-effect icons
|
||||||
|
|
||||||
|
Status icons must be extremely readable and compact.
|
||||||
|
|
||||||
|
### Rules
|
||||||
|
- one clear symbol,
|
||||||
|
- high clarity at 32 px,
|
||||||
|
- strong semantic color,
|
||||||
|
- minimal detail compared with larger icon types.
|
||||||
|
|
||||||
|
### Examples
|
||||||
|
- drop + wound for bleeding,
|
||||||
|
- green fang or skull mist for poison,
|
||||||
|
- shield for block / defense,
|
||||||
|
- cracked armor for armor break,
|
||||||
|
- flame mark for burn,
|
||||||
|
- chain or slow-foot motif for slow,
|
||||||
|
- moon-eye or confusion symbol for fear or curse.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9.5 Enemy markers / danger markers
|
||||||
|
|
||||||
|
These are functional UI icons and should communicate threat quickly.
|
||||||
|
|
||||||
|
### Rules
|
||||||
|
- clear symbolic meaning,
|
||||||
|
- simple silhouette,
|
||||||
|
- darker harsher visual language,
|
||||||
|
- aggressive accenting for danger levels.
|
||||||
|
|
||||||
|
### Good motifs
|
||||||
|
- skull,
|
||||||
|
- claw mark,
|
||||||
|
- horned mark,
|
||||||
|
- blood X,
|
||||||
|
- burning eye,
|
||||||
|
- rank badge,
|
||||||
|
- elite crown or iron wreath.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9.6 Currency icons
|
||||||
|
|
||||||
|
Currency icons must look valuable and distinct.
|
||||||
|
|
||||||
|
### Rules
|
||||||
|
- simple shape at first glance,
|
||||||
|
- physical token logic,
|
||||||
|
- strongly differentiated silhouettes and materials,
|
||||||
|
- enough contrast to separate currencies immediately.
|
||||||
|
|
||||||
|
### Example differentiation
|
||||||
|
- silver coin,
|
||||||
|
- blue soul crystal,
|
||||||
|
- gold premium coin,
|
||||||
|
- regional token,
|
||||||
|
- seal fragment,
|
||||||
|
- hunter mark.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9.7 UI utility icons
|
||||||
|
|
||||||
|
These include interface-supporting icons such as:
|
||||||
|
- map,
|
||||||
|
- hunt,
|
||||||
|
- inventory,
|
||||||
|
- character,
|
||||||
|
- shop,
|
||||||
|
- mail,
|
||||||
|
- settings,
|
||||||
|
- group,
|
||||||
|
- logout,
|
||||||
|
- chat,
|
||||||
|
- notifications.
|
||||||
|
|
||||||
|
### Rules
|
||||||
|
- slightly cleaner than item icons,
|
||||||
|
- still consistent with the fantasy setting,
|
||||||
|
- readable and restrained,
|
||||||
|
- should fit within framed navigation elements without looking too ornate.
|
||||||
|
|
||||||
|
### These icons may be:
|
||||||
|
- simpler,
|
||||||
|
- more symbolic,
|
||||||
|
- less material-heavy than faction icons,
|
||||||
|
- but must still avoid generic flat-app icon style.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 10. Visual Hierarchy
|
||||||
|
|
||||||
|
Not all icon categories should have the same complexity.
|
||||||
|
|
||||||
|
### Recommended hierarchy
|
||||||
|
|
||||||
|
#### Highest detail
|
||||||
|
- faction icons
|
||||||
|
- 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**.
|
||||||
|
Before Width: | Height: | Size: 2.2 MiB After Width: | Height: | Size: 2.1 MiB |