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