Drop a PNG hereraw AI exports welcome — opaque backdrop, oversized, whatever Firefly hands you(or click to browse — multiple files queue up below)
The read
file—
size—
cutout—
palette—
% of visible pixels on the egorythm swatches — the same math art-check gates with.
Work it
Behind it
Ship it
—
Drop the export in game/assets/incoming/ and run npm run forge — or just commit it straight to its lane and run npm run art-check.
The loop
Copy a prompt (palette words are baked in so art gates clean).
Generate — either engine, same rules: Firefly (firefly.adobe.com) — for anything matching an existing composition (the skull, every lid) add the base under Structure reference, strength high. Content type Photo for photoreal, Art for the paper look. Higgsfield (higgsfield.ai) — upload the reference kit (skull base + a HUD organ + the palette swatches) as style reference so everything comes out of one world. For NPC sets, lean on character consistency: generate the archetype once, lock it, then re-pose the same character per state. Full recipe: docs/higgsfield-workflow.md.
Download, then either work it on the Workbench tab, or name it with a routed prefix, drop it in game/assets/incoming/ and run npm run forge.
generics/cosmetics · structure ref = skull-base.png · save as skull-base.png
Photoreal skull (the BONE / Hellsent base)
photorealistic human skull, aged ivory bone, museum specimen, side profile, dramatic candlelit studio lighting, deep warm amber and parchment tones, subtle blood-red rim light, pure black background, ultra detailed, 8k
generics/cosmetics · structure ref = your lid layer on the skull canvas · save as lid-<name>.png
Cosmetic lid (hairstyle / accessory on the skull)
photorealistic ((LID — e.g. black afro / paisley bandana / white knit beanie)) worn on a human skull, side profile, only the headwear rendered, candlelit studio lighting, warm amber and parchment tones, pure black background, ultra detailed
Generate on the same canvas/pose as the skull (structure ref), keep only the lid — registration is what makes the swap seamless.
generics/npcs · character-consistency set · save as npc-<id>.png (+ optional npc-<id>-<state>.png)
The wave — placeholder enemies (never the hero five)
The three archetypes are canon data (content/enemies.json) — their stats are the personality. Generate the base look once, lock the character, then re-pose per AI state: idle · walk · attack · stagger · down (the states systems/enemy.ts actually plays).
full body street brawler, wiry rangy build, quick and expendable, side view fighting stance, gritty 90s street style, dark hoodie, candlelit palette of warm parchment gold and deep blood red on black background, game sprite, generic face in shadow
full body street enforcer, massive heavy slow build, wide shoulders, side view guard stance, gritty 90s street style, long dark coat, candlelit palette of warm parchment gold and deep blood red on black background, game sprite, generic face in shadow
full body small fast street runner, light frail darting build, low crouched side view stance, gritty 90s street style, dark track jacket, candlelit palette of warm parchment gold and deep blood red on black background, game sprite, generic face in shadow
generics/backgrounds · signage · props · save as bg- / sign- / prop-
The city — street mode + racing scenery, one world
Lock a style reference first (the kit), then batch the set — the city has to feel like one place across the brawler (street) and the OutRun mode (racing).
((PLACE — east-side street at night / underpass / corner block / rooftop skyline)), gritty 90s urban decay, side-scrolling beat-em-up stage backdrop, layered depth, candlelit palette of warm parchment gold, deep blood red and ink black, painterly game art
((SIGN — corner store neon / liquor sign / street poster / graffiti tag)), weathered and flickering, gritty 90s urban, candlelit palette of warm parchment gold and deep blood red, game asset, plain background
((PROP — wooden crate / trash barrel fire / hydrant / payphone / stripped car)), gritty 90s street object, candlelit palette of warm parchment gold, deep blood red and ink black, painterly game asset, plain background
ui/hud · save as organ-<name>.png / skeleton-<part>.png
Status-Skeleton HUD piece (paper look)
vintage anatomical engraving of a human ((ORGAN — heart / brain / lungs …)), hand-inked on aged parchment paper, warm candlelight tones of gold amber and deep red, isolated on plain background, detailed crosshatch linework
🛑 The five heroes are never generated. Ripsta, Lethaface, #1asassin, 5thDawg, Str8Jackit are
Vince / 7th Earth, by hand (§6). fighter-/hero- files are refused at intake; hero art goes under
fighters/ by hand only.