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.
See the 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
Reference gamesLIMBO · BADLAND: Game of the Year Edition
Ink contours, solid color groups and regular printed dots build an interactive comic image. Dots handle tone; panel-like framing and motion marks emphasize events without hiding rules.
See the traits
Contours separate character and scenery before dots add selected midtones
Dot size is designed for the final display so thumbnails avoid distracting moire
Motion strokes, framing and impact shapes highlight events rather than filling every moment
Text and interaction markers sit on clean areas away from shaded texture
Aligned color blocks and a small palette explain the character, the ground, and the danger. Clarity comes from silhouettes and a few keyframes, not from tiny brushwork.
See the traits
The outline is readable before the details, even on a small screen
Shadows are usually a deeper step of the same hue
A few keyframes, flashes, and landing dust matter more than gradients
A pixel grid makes footing and collisions look honest
Flat color areas and clean printed edges make the space feel like a sheet that has been laid open. Front and back come from overlap, not from strong perspective.
See the traits
Few inks, with a clean edge on every shape
Waves, clouds, and wind may repeat, while the character stays quiet
Space can be scattered; order comes from which shape covers another
Seals and frames easily compete with buttons, so use them rarely
Reference gamesGetsuFumaDen: Undying Moon · Okami HD
When there are too few colors for a gradient, a fixed dot pattern mixes two of them into a middle tone. The texture comes from the limit, and shadow has a pattern.
See the traits
Two to four colors are typical, and the dot pattern stays fixed instead of crawling every frame
Important contours stay solid; dither handles only the midtones
The direction of the dots can suggest rain, shadow, or material
Text avoids dense dither or it turns fuzzy
Reference gamesReturn of the Obra Dinn · WORLD OF HORROR
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.