6.1 KiB
Art Bible: 夜裔 (Nightborn)
Created: 2026-04-27 Status: Draft — Sections 1–4 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 60–80% 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