Add 1d. Fish, Creature, and Journal Art

Alexander Sellite 2026-07-26 15:20:01 +00:00
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# Fish, Creature, and Journal Art
This page covers fish portraits, creature sprites, journal thumbnails, and larger collection illustrations.
## Style goal
Fish and creatures should be recognizable, charming, and species-specific without becoming realistic scientific plates.
Prioritize:
- Body silhouette
- Fin shape
- Tail shape
- Major markings
- Distinctive colors
- Recognizable anatomy
- Strong direction and pose
Simplify:
- Individual scales
- Fine fin rays
- Tiny anatomical details
- Subtle realistic color transitions
- Complex surface texture
## Reference style
The visual references use:
- A limited palette per creature
- Selective dark outlines
- Small bright highlights
- Flat or lightly shaded body regions
- Exaggerated fins or identifying features
- Clean transparent backgrounds
- Side or top-down views depending on the creature
- Enough detail for species recognition without realism
## Thumbnail and large-art relationship
Fish may appear in:
- Collection grids
- Cooler cards
- Shop lists
- Catch showcase panels
- Journal detail panels
- Promotional graphics
The issue should clarify whether the contribution requires:
- One source image reused at several sizes
- A dedicated thumbnail
- A dedicated larger journal illustration
- Several directional views
- Animation frames
A large illustration may not reduce cleanly into a thumbnail. Dedicated thumbnail cleanup may be required.
## Suggested sizes
Provisional defaults:
| Use | Suggested size |
|---|---:|
| Small collection thumbnail | 64 × 48 or 64 × 64 |
| Cooler or shop thumbnail | 64 × 64 |
| Journal detail art | 192 × 128 or 256 × 192 |
| Large catch presentation | 256 × 192 or larger if specified |
Issues should provide exact dimensions.
## Orientation
Use a consistent orientation within a category.
Common fish may generally face left or right consistently.
Do not flip text-bearing, asymmetrical, or anatomically important art without checking.
Top-down creatures such as turtles may use a top view when that best communicates the animal.
## Anatomy and exaggeration
Reference real anatomy, then simplify it.
Good exaggeration includes:
- Larger identifying fins
- Stronger body taper
- Clearer stripes
- Larger claws
- More readable shell sections
- Simplified barbels or tentacles
Avoid turning different species into the same body shape with new colors.
## Palette
Each creature should use a controlled palette.
Typical structure:
- Main body color
- Secondary body color
- Shadow
- Highlight
- Dark edge or outline
- One or two marking colors
Rare species may use stronger accent colors, but should still fit the project palette.
## Highlights
Highlights should be small and graphic.
Good:
- Short cream streak
- Small white cluster
- One bright edge
- A few reflective scale marks
Avoid:
- Large smooth glossy gradients
- Airbrushed shine
- Plastic-looking full-body highlights
## Transparency
Creature art should normally use a transparent background.
Remove:
- Stray pixels
- White halos
- Reference backgrounds
- Unintended semitransparent edges
## Scientific names and text
Do not bake names, labels, rarity, weight, or scientific information into the creature image.
Godot UI will display text separately.
## Rarity variants
Do not recolor an existing fish to represent rarity unless the game design explicitly defines that as a variant.
Rarity indicators belong in the interface unless the creature itself is a distinct variant.
## Source organization
Suggested layers:
- outline
- highlights
- markings
- body
- fins
- shadow
- reference
References must not appear in the export.
## Deliverables
Include:
- Editable source
- Exported PNG
- Native dimensions
- Creature name
- View direction
- Palette
- Thumbnail preview
- Larger journal preview where required
- In-game screenshot
- Related issue number