Vampire-Act-Base/design/art/art-bible.md

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Art Bible: 夜裔 (Nightborn)

Created: 2026-04-27 Status: Draft — Sections 14 Review Mode: Lean


1. Visual Identity Statement

One-line visual rule: 几何即是表达——三种形态用纯几何体和色彩区分,每个视觉元素服务于战场可读性,每个粒子都是游戏信息。

Supporting Principles

Principle 1: 色彩即身份 (Color is Identity) 当玩家需要判断自己当前形态时,色彩是第一信号(不是图标、不是文字)。人形=冷银/白、狼躯=暗红/黑、雾形=幽紫/半透明。切换形态时,色彩的过渡本身就是操作反馈。

Design test: 截图给不玩游戏的人看3秒内说出当前形态——如果不能色彩区分不够。

Principle 2: 剪影即信息 (Silhouette is Information) 三种形态的几何轮廓必须有明显差异:人形直立三角、狼躯低伏四边、雾形扩散圆形。所有敌人类型在最高密度时必须靠剪影区分。

Design test: 把所有模型换成纯黑,只看剪影——能不能分辨形态和敌人类型?

Principle 3: 粒子即反馈 (Particles are Feedback) 形态切换用粒子爆发表达,攻击命中用几何碎片反馈。没有复杂动画——几何体的缩放、旋转、位移本身就是美感。

Design test: 关掉音效玩一局——仅靠视觉反馈,你能感受到操作的"重量"吗?


2. Mood & Atmosphere

Emotional Targets by Game State

State Emotion Lighting Atmosphere Energy
Combat Focus & Control — player "conducts" not "reacts" Dark base + high-saturation form colors. Player self-illuminates via form color radiation Sharp, clear, high-contrast, tense Frenetic
Wave Break Brief respite & assessment — space to read the next wave Light rises slightly, contrast drops, giving eyes a "deep breath" Empty, quiet, anticipatory Measured
Boss Awe & focus — the boss is a visual event, not a bigger mob Boss is the brightest and largest geometry, light focuses on it Oppressive, solemn, concentrated Frenetic
Death Fast, clear, unfrustrating — death is information, not punishment Screen desaturates instantly, player form shatters into geometric fragments Clean, calm Pause
Menu/HUD Clear, quiet, subordinate — UI serves combat info, belongs to the world Semi-transparent dark base + geometric wireframe elements Minimal, restrained, functional Contemplative

Core emotional through-line: Control the battlefield with geometric color in the darkness.


3. Shape Language

Character Silhouette Philosophy

Form Primary Shape Emotional Read Visual Priority
Human Upright Triangle Stable, precise, upward Player self-identification
Wolf Crouched Rectangle Aggressive, fast, forward Threat direction indicator
Mist Diffuse Circle Fluid, elusive, omnipresent Area coverage read

Enemy silhouettes must contrast with all three form silhouettes — distinguishable in maximum density melee.

Environment Geometry

  • Dominant: Sharp angles + straight lines — gothic arch motifs and angularity, echoing the vampire dark-world aesthetic
  • Contrast: Flat ground geometry (rectangular platforms, circular arenas) for clear spatial reading during combat
  • Rule: Functional geometry over decorative geometry — every surface exists for battlefield legibility

UI Shape Grammar

  • Wireframe geometry + semi-transparent fills — echoes world aesthetic without competing for attention
  • UI elements use perfect circles and rectangles, contrasting with the world's "fractured" geometry — UI is order, world is chaos
  • Blood energy gauge: gradient geometric ring or segmented rectangle

4. Color System

Primary Palette

Color Hex Role Meaning in This World
Void Black #0D0A12 Background / negative space The darkness between forms — the canvas everything fights on
Silver White #D4D9E5 Human form primary Precision, clarity, blade-edge — the color of deliberate action
Crimson Red #C41E3A Wolf form primary Blood, burst, aggression — the color of committed violence
Void Purple #7B2D8E Mist form primary Ethereal, pervasive, transformation — the color of liminal states
Ash Grey #3A3540 Environment geometry Stone, architecture, permanence — the unchanging world
Ghost Cyan #5CE0E6 Enemy highlight / threat The only cool color — stands out against the warm/dark palette, reserved for danger
Amber Gold #E8A840 Blood energy / resource Warm glow of gathered power — the color the player hunts for

Semantic Color Vocabulary

Meaning Color Backup Cue (for colorblind safety)
Player / Safety Silver White Triangle shape, centered position
Aggression / Power Crimson Red Rectangle shape, forward-leaning motion
Evasion / Phase Void Purple Circle shape, transparency fade
Threat / Danger Ghost Cyan Enemy triangles pointing AT player, pulsing glow
Resource / Reward Amber Gold Orbiting particles, upward motion toward HUD

UI Palette

UI lives on a semi-transparent black (#0D0A12 at 6080% opacity) layer. Form colors appear in HUD minimally — only the active form indicator uses the form's primary color. Blood energy gauge uses Amber Gold gradient. All UI text is Silver White over dark backing.

Colorblind Considerations

  • Red-Green (most common): Crimson and Ghost Cyan are far apart in hue; Red vs. Purple is the risky pair — Wolf and Mist are differentiated by silhouette (rectangle vs. circle) as primary fallback
  • Blue-Yellow: Cyan threat indicators have brightness pulse as backup
  • Complete monochromacy: Silhouette and motion are the fallback readability system — color is never the sole information channel