# 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**.