From f1be0000680ae7d626080bebfad63454891a705d Mon Sep 17 00:00:00 2001 From: Alexander Sellite Date: Sun, 26 Jul 2026 15:14:34 +0000 Subject: [PATCH] Add 1. 2D Art Contributor Guide --- 1.-2D-Art-Contributor-Guide.md | 216 +++++++++++++++++++++++++++++++++ 1 file changed, 216 insertions(+) create mode 100644 1.-2D-Art-Contributor-Guide.md diff --git a/1.-2D-Art-Contributor-Guide.md b/1.-2D-Art-Contributor-Guide.md new file mode 100644 index 0000000..1012f3e --- /dev/null +++ b/1.-2D-Art-Contributor-Guide.md @@ -0,0 +1,216 @@ +# 2D Art Contributor Guide + +This section explains the general 2D art requirements for NETFISHING. + +NETFISHING uses a warm, stylized, low-resolution visual direction. The project combines: + +- Pixel-style user interface art +- Inventory and hotbar icons +- Fish and creature illustrations +- Character clothing and cosmetic thumbnails +- Low-resolution environment textures +- Simple signs and interaction symbols +- Promotional and website artwork where requested + +The goal is not strict retro pixel art for its own sake. Assets should use deliberate pixel structure, limited palettes, simple rendering, and strong silhouettes while remaining readable in a modern third-person game. + +## Visual direction + +NETFISHING 2D art should feel: + +- Warm +- Cheerful +- Cozy +- Handmade +- Chunky +- Slightly imperfect +- Easy to read +- Consistent with the low-poly 3D world +- Stylized rather than realistic + +Prioritize: + +- Strong silhouettes +- Clear color blocking +- Limited palettes +- Readability at the intended display size +- Bold, recognizable forms +- Simple highlights and shadows +- Consistency with neighboring assets +- Clean transparent edges + +Avoid: + +- Photorealism +- Smooth airbrushed rendering +- Excessive gradients +- Very fine linework +- Tiny details that disappear in-game +- Large amounts of texture noise +- High-resolution art reduced carelessly to icon size +- Generic mobile-game icon rendering +- Generative-AI-created artwork + +## Reference characteristics + +The current reference direction uses: + +- Cream and tan interface panels +- Dark brown text +- Muted green tabs and controls +- Large rounded corners +- Simple item silhouettes +- Fish and creatures built from a small number of strong colors +- Selective dark outlines +- Small bright highlights +- Low-resolution grass and soil textures with repeated angular shapes +- Minimal visual effects +- Accent colors reserved for important items and creatures + +## Main asset categories + +Contributors may work on: + +- UI panels and button graphics +- Inventory and hotbar icons +- Fish and creature sprites +- Journal thumbnails and larger illustrations +- Character clothing and cosmetic thumbnails +- Environment textures +- Signs and interaction icons +- Emotes +- Promotional illustrations + +Each issue should identify the intended asset category and final use. + +## Human-made work only + +Do not submit generative-AI-created: + +- Illustrations +- Icons +- Sprites +- Textures +- Concepts presented as original artwork +- Paintovers generated from another artist’s work +- Upscaled or altered generated images + +References may be used for inspiration, but submitted assets must be original human-made work. + +Do not submit: + +- Ripped game assets +- Copyrighted commercial art +- Unapproved marketplace packs +- Traced artwork +- Assets with unclear licensing +- Work copied from another project + +## Recommended software + +Suitable tools include: + +- Aseprite +- LibreSprite +- Krita +- GIMP +- Inkscape for vector source work +- Affinity Designer or Photo +- Photoshop +- Blender for UV preview and texture testing +- Godot for final import and in-game review + +The final file requirements matter more than the specific software used. + +## Repository organization + +Use the issue’s specified path when provided. + +Suggested organization: + + art/ + ├── source/ + │ ├── ui/ + │ ├── icons/ + │ ├── fish/ + │ ├── creatures/ + │ ├── cosmetics/ + │ ├── environment/ + │ └── promotional/ + └── exported/ + ├── ui/ + ├── icons/ + ├── fish/ + ├── creatures/ + ├── cosmetics/ + ├── environment/ + └── promotional/ + +Examples: + + art/source/icons/items/coffee.aseprite + art/exported/icons/items/coffee.png + + art/source/fish/bluegill.aseprite + art/exported/fish/bluegill_journal.png + + art/source/environment/grass/grass_olive.aseprite + art/exported/environment/grass/grass_olive.png + +## Required deliverables + +Unless an issue says otherwise, include: + +- Editable source file +- Exported PNG or SVG +- Asset dimensions +- Palette or color list +- Screenshot at actual in-game size +- Screenshot in the relevant Godot UI or environment +- Notes about transparency +- Notes about tiling, if applicable +- Related issue number + +For animated assets, also include: + +- Frame count +- Frame timing +- Looping behavior +- Sprite-sheet layout or individual frame convention + +## Readability test + +Before submitting, check the asset at: + +- Native resolution +- Actual in-game display size +- A typical gameplay screenshot +- A smaller window size where applicable + +Ask: + +- Can the object be identified immediately? +- Does it still read without zooming in? +- Are important edges distinct? +- Are the colors too similar to the background? +- Does it contain unnecessary detail? +- Does it fit beside the existing UI and environment art? + +## Start from an issue + +Do not create large batches of unsolicited assets without discussing them first. + +Good questions include: + +- What is the target size? +- Is this an icon, illustration, or texture? +- Does it need transparency? +- Should it tile? +- Is nearest-neighbor scaling required? +- Does it need an outline? +- Will it appear on a light or dark background? +- Is animation required? +- Are color variants needed? +- What is the final Godot node or material using it? + +A quick clarification before drawing is better than rebuilding a completed asset. \ No newline at end of file