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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:
- one dominant central object or symbol,
- one supporting silhouette or frame,
- 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
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
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.pngashen-realms-faction-graufurt-icon-v1.pngashen-realms-status-bleeding-icon-v1.pngashen-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.