
Art stylesHigh contrastLimited paletteSoft
Monochrome silhouette
Value and outline explain space before a few fog layers add distance. With very few colors, the character, usable edges and hazards must still be instantly distinct.
Traits
- Separate characters and interactive ground by value so black forms do not merge
- Distant layers tend to be lighter; depth comes from grouping rather than surface pattern
- Hazards differ in shape as well as color
- Lighting and fog support navigation while important landing edges stay visible
Play that fits
It suits short platform games, stealth, chases and atmospheric exploration. A simple picture still needs enough information to explain a failure.
Reference games
Make a coherent game art set
Suggested asset specification
- Character: complete silhouette
- Scene: clear ground and fog layers
- UI: sparse high-contrast symbols separated from scenery
Motion and feedback
Use anticipation and contact to explain motion; danger must not be readable only after failure.
Main production effort
Contours, depth hierarchy, camera and collision cues matter more than surface texture.
Start with this small scene
One character, three platforms and two background layers separated by value.
Simplify for a smaller budget
Reduce foreground occlusion and use three values with one light direction.
What to check
Do overlapping figures merge, and can you read landable edges before failing?
Take the art specification
Includes localized visual rules, asset suggestions, scope and sources. This is a specification; assets still need production for your project.
Art specification v1 · Original editorial and examples · Reference-game assets not included
Prompt examples
Monochrome silhouette forest, dark foreground and three pale fog layers, tiny traveler and narrow bridge, clear landings, no halftone, no text
Silhouette rooftop chase, separate character and background values, sparse lamps, readable geometric gaps, little texture, no text
Common pitfall
Do not merge hazards and decoration into one dark mass; establish collision edges before atmosphere.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- LIMBO
Observe value hierarchy among fog, dark foreground and the character.
- BADLAND: Game of the Year Edition
Observe multiple figures and obstacles retaining clear silhouettes against colored backgrounds.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Make a single-screen silhouette bridge game. Move and jump across three gaps to a lamp. Use near-black foreground and pale grey distance, with clear footing. Falling returns to the last platform with unlimited retries. Add touch buttons and keep fog off landing edges.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.


