Roadmap · Art

The art plan — every picture the game needs, listed before the first is made

Before generating a single image we wrote down every piece of art the whole game will need: each character, monster, place, prop, icon and screen, with its size, its file name and a ready-to-use AI prompt. The first release comes first; the later acts are planned the same way and will be revised as each one is designed.

The plan, in numbers

Pieces of art1,090 for the whole game
First release393 (Act 1, store and book)
AI images837 made with an image model
AI 3D114 props, weapons and parts
Bought or adapted93 rigged characters, creatures and kits
Built in the engine34 shaders and effects
EnginesUnity now, ready for Unreal
StatusPlan ready — nothing generated yet

What AI makes

Roughly nine pieces in ten start with AI — then a person picks the best one and finishes it.

Concept art and the world

Characters, monsters and places as paintings that set the look — and act as the brief for every 3D model and every lighting choice.

Icons, UI and screens

Every skill, item and status icon, the interface, loading screens, codex plates, store art and the book cover — one consistent style, made in batches.

Props and weapons in 3D

An AI image becomes a reference, an AI 3D tool turns it into a model, and Blender cleans it up into a game-ready asset.

What a person still does

The honest part: some art AI can't make well enough to ship yet.

Animated characters and creatures

Rigged, animated people and monsters come from asset stores plus free motion libraries, with a few rare mythic creatures commissioned from an artist.

Finishing every image

Cropping, cut-outs, slicing the interface, and every word on a logo or store image is lettered by hand — image models still misspell.

Shaders and effects

Ghosts, water, frost and the glowing ground markers that warn of an attack are built inside the engine. Nothing generates these.

One look, held everywhere

The game is dark, mythic Bronze-Age Greece, painted rather than photographed, and every prompt carries the same rules: nothing is ruined, only unattended — temples swept and intact, just empty; no monster is evil, only stuck doing its old job; bronze, linen and stone rather than gold. Each act has its own palette, from the dusty gold of the first fields to the cold blue of the underworld.

The order

The first release’s images and 3D props are planned for about one month of an AI image tool and one of an AI 3D tool, starting with a small “style set” that every later image is matched against. Later acts get their own month when they are designed — nothing is bought for the whole game up front.

Open about AI

Every AI-made or bought asset is logged with its tool, plan and licence before it goes into the game or anywhere public, and the store page will say plainly which art was made with AI.