Add 1d. Fish, Creature, and Journal Art
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1d.-Fish%2C-Creature%2C-and-Journal-Art.md
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# Fish, Creature, and Journal Art
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This page covers fish portraits, creature sprites, journal thumbnails, and larger collection illustrations.
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## Style goal
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Fish and creatures should be recognizable, charming, and species-specific without becoming realistic scientific plates.
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Prioritize:
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- Body silhouette
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- Fin shape
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- Tail shape
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- Major markings
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- Distinctive colors
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- Recognizable anatomy
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- Strong direction and pose
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Simplify:
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- Individual scales
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- Fine fin rays
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- Tiny anatomical details
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- Subtle realistic color transitions
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- Complex surface texture
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## Reference style
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The visual references use:
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- A limited palette per creature
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- Selective dark outlines
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- Small bright highlights
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- Flat or lightly shaded body regions
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- Exaggerated fins or identifying features
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- Clean transparent backgrounds
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- Side or top-down views depending on the creature
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- Enough detail for species recognition without realism
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## Thumbnail and large-art relationship
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Fish may appear in:
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- Collection grids
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- Cooler cards
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- Shop lists
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- Catch showcase panels
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- Journal detail panels
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- Promotional graphics
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The issue should clarify whether the contribution requires:
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- One source image reused at several sizes
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- A dedicated thumbnail
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- A dedicated larger journal illustration
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- Several directional views
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- Animation frames
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A large illustration may not reduce cleanly into a thumbnail. Dedicated thumbnail cleanup may be required.
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## Suggested sizes
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Provisional defaults:
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| Use | Suggested size |
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|---|---:|
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| Small collection thumbnail | 64 × 48 or 64 × 64 |
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| Cooler or shop thumbnail | 64 × 64 |
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| Journal detail art | 192 × 128 or 256 × 192 |
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| Large catch presentation | 256 × 192 or larger if specified |
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Issues should provide exact dimensions.
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## Orientation
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Use a consistent orientation within a category.
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Common fish may generally face left or right consistently.
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Do not flip text-bearing, asymmetrical, or anatomically important art without checking.
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Top-down creatures such as turtles may use a top view when that best communicates the animal.
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## Anatomy and exaggeration
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Reference real anatomy, then simplify it.
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Good exaggeration includes:
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- Larger identifying fins
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- Stronger body taper
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- Clearer stripes
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- Larger claws
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- More readable shell sections
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- Simplified barbels or tentacles
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Avoid turning different species into the same body shape with new colors.
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## Palette
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Each creature should use a controlled palette.
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Typical structure:
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- Main body color
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- Secondary body color
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- Shadow
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- Highlight
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- Dark edge or outline
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- One or two marking colors
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Rare species may use stronger accent colors, but should still fit the project palette.
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## Highlights
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Highlights should be small and graphic.
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Good:
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- Short cream streak
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- Small white cluster
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- One bright edge
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- A few reflective scale marks
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Avoid:
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- Large smooth glossy gradients
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- Airbrushed shine
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- Plastic-looking full-body highlights
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## Transparency
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Creature art should normally use a transparent background.
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Remove:
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- Stray pixels
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- White halos
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- Reference backgrounds
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- Unintended semitransparent edges
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## Scientific names and text
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Do not bake names, labels, rarity, weight, or scientific information into the creature image.
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Godot UI will display text separately.
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## Rarity variants
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Do not recolor an existing fish to represent rarity unless the game design explicitly defines that as a variant.
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Rarity indicators belong in the interface unless the creature itself is a distinct variant.
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## Source organization
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Suggested layers:
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- outline
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- highlights
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- markings
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- body
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- fins
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- shadow
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- reference
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References must not appear in the export.
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## Deliverables
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Include:
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- Editable source
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- Exported PNG
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- Native dimensions
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- Creature name
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- View direction
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- Palette
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- Thumbnail preview
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- Larger journal preview where required
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- In-game screenshot
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- Related issue number
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