Category
Category: Art
24 articles in this category.
24 articles. See all categories.
Art directionThe visual rules of Arborwake, set by the user directly - flat toon pixel art in the Threadway B08 style, cute slime-like 2D cells, and state changes that read at 1x.Approved
Astro VFXThe astrocyte opening - a hole in the ground, one astrocyte process rising, sparkles - used for Link in turn rooms and for the calming visit at Hearth.In the alpha
Build VFXThe construction and repair effects - built versus in use, a banked road stretch, "later" for one stretch per return, and a shortcut that opens only when it can really be walked.In the alpha
Care VFXThe turn-room effects for Care, recovery Care, Tend, Engulf, Trim, Process and Settle - three results with three shapes, timed to the rope's contact frame.In the alpha
Character spritesHow Arborwake's cell characters are drawn and animated, from the original Ranger sheets to the six named-cast production sheets installed in the alpha.In the alpha
Encounter backgroundsThe painted room shells behind Arborwake's turn-based boards - sixteen approved "3D made 2D" rooms whose floor fits the 24×20 grid, with round obstacles and per-room ground passes.In the alpha
Environment artHow Arborwake's places are made - concept studies, Meshy models and Blender renders finished as layered pixel art - and the history of the rejected first packages.In the alpha
FlowThe Ranger's overworld travel look, version v002 "melt and move", in which the cell folds its processes in and flows forward on a membrane wave.In the alpha
Home artThe art of Hearth, the player's home - the H15 map with home layout A, the neurons' own axon lines, the buildings, podium, delivery tray and scorch marks, and the growth lines still under review.In the alpha
Home VFXThe home effects - the Hearth podium's floating squares, Imprint equip at home, the companions board, departure and return, and rest at the Apothecary.In the alpha
Movement VFXThe overworld movement effects - a short dot trail behind walking, a finer trail behind Flow, and a body shake when a walk is blocked.In the alpha
Orders VFXThe turn-room effects for a companion's orders - Direct, Swap, Huddle and Call - where Call is drawn as a signal that residents choose to answer.In the alpha
PalettesThe colour rules of Arborwake - the shared B08 palette, a distinct ramp per district, the lighter oligodendrocyte ramp and the fixed rope and outline colours.Approved
Panels VFXThe menu and inventory effects - hover corners, a pressed button that sinks, tab and item markers, equip and unequip - with one shape for each state and no words.In the alpha
Pressure front VFXThe animated pressure front in turn rooms - coming, striking, resolving one at a time, lingering and held overload - restyled to the painted rooms and approved by the user.In the alpha
Pull and Glide VFXThe turn-room effects for Pull, Glide and dragged debris - anchors and landings while aiming, a gripping diamond and clamps, a body that flows tile by tile, and a still trail under reduced motion.In the alpha
Quests VFXThe quest and pickup effects - tracking a quest, evidence found at its cell, a finished side story, the first permanent unlock, and taking something from a pickup source.In the alpha
Studios interiorThe lobby of the Skill Studios on Threadway, a sci-fi research-station room built from a concept, pixelised, cleaned and projected so cells can walk in depth.Approved
Survey VFXThe turn-room effects for Survey - a scan tint over the exact area, two sweeping scan columns, an evidence frame and lens on each revealed front, and a hollow return when nothing is found.In the alpha
TendrilsThe thin rope-like processes that microglia, astrocytes and oligodendrocytes extend only during actions, drawn under the body by one shared rope module.In the alpha
Threadway 3D sceneThe art side of Threadway - the P24 Blender scene with frozen painted projections, a hazed back row and a glass tract, shown live in 3D with flat 2D cell sprites.In the alpha
Vessel VFXThe Vessel Margins effects - a visible monocyte surge countdown along the vessel's centre line, and adhesion where a monocyte sticks to the wall.In the alpha
VFXArborwake's visual effects - quiet, tactile pixel feedback with no words and no popups, built as eight turn groups and five overworld groups, all approved by the user.In the alpha
Ward VFXThe turn-room effects for Ward and Stand Fast - five plates per tile, three solid and two empty, so a ward visibly shares 60% of a hit and never reads as immunity.In the alpha
A to Z#
A
- Art direction Approved The visual rules of Arborwake, set by the user directly - flat toon pixel art in the Threadway B08 style, cute slime-like 2D cells, and state changes that read at 1x.
- Astro VFX In the alpha The astrocyte opening - a hole in the ground, one astrocyte process rising, sparkles - used for Link in turn rooms and for the calming visit at Hearth.
B
- Build VFX In the alpha The construction and repair effects - built versus in use, a banked road stretch, "later" for one stretch per return, and a shortcut that opens only when it can really be walked.
C
- Care VFX In the alpha The turn-room effects for Care, recovery Care, Tend, Engulf, Trim, Process and Settle - three results with three shapes, timed to the rope's contact frame.
- Character sprites In the alpha How Arborwake's cell characters are drawn and animated, from the original Ranger sheets to the six named-cast production sheets installed in the alpha.
E
- Encounter backgrounds In the alpha The painted room shells behind Arborwake's turn-based boards - sixteen approved "3D made 2D" rooms whose floor fits the 24×20 grid, with round obstacles and per-room ground passes.
- Environment art In the alpha How Arborwake's places are made - concept studies, Meshy models and Blender renders finished as layered pixel art - and the history of the rejected first packages.
F
- Flow In the alpha The Ranger's overworld travel look, version v002 "melt and move", in which the cell folds its processes in and flows forward on a membrane wave.
H
- Home art In the alpha The art of Hearth, the player's home - the H15 map with home layout A, the neurons' own axon lines, the buildings, podium, delivery tray and scorch marks, and the growth lines still under review.
- Home VFX In the alpha The home effects - the Hearth podium's floating squares, Imprint equip at home, the companions board, departure and return, and rest at the Apothecary.
M
- Movement VFX In the alpha The overworld movement effects - a short dot trail behind walking, a finer trail behind Flow, and a body shake when a walk is blocked.
O
- Orders VFX In the alpha The turn-room effects for a companion's orders - Direct, Swap, Huddle and Call - where Call is drawn as a signal that residents choose to answer.
P
- Palettes Approved The colour rules of Arborwake - the shared B08 palette, a distinct ramp per district, the lighter oligodendrocyte ramp and the fixed rope and outline colours.
- Panels VFX In the alpha The menu and inventory effects - hover corners, a pressed button that sinks, tab and item markers, equip and unequip - with one shape for each state and no words.
- Pressure front VFX In the alpha The animated pressure front in turn rooms - coming, striking, resolving one at a time, lingering and held overload - restyled to the painted rooms and approved by the user.
- Pull and Glide VFX In the alpha The turn-room effects for Pull, Glide and dragged debris - anchors and landings while aiming, a gripping diamond and clamps, a body that flows tile by tile, and a still trail under reduced motion.
Q
- Quests VFX In the alpha The quest and pickup effects - tracking a quest, evidence found at its cell, a finished side story, the first permanent unlock, and taking something from a pickup source.
S
- Studios interior Approved The lobby of the Skill Studios on Threadway, a sci-fi research-station room built from a concept, pixelised, cleaned and projected so cells can walk in depth.
- Survey VFX In the alpha The turn-room effects for Survey - a scan tint over the exact area, two sweeping scan columns, an evidence frame and lens on each revealed front, and a hollow return when nothing is found.
T
- Tendrils In the alpha The thin rope-like processes that microglia, astrocytes and oligodendrocytes extend only during actions, drawn under the body by one shared rope module.
- Threadway 3D scene In the alpha The art side of Threadway - the P24 Blender scene with frozen painted projections, a hazed back row and a glass tract, shown live in 3D with flat 2D cell sprites.
V
- Vessel VFX In the alpha The Vessel Margins effects - a visible monocyte surge countdown along the vessel's centre line, and adhesion where a monocyte sticks to the wall.
- VFX In the alpha Arborwake's visual effects - quiet, tactile pixel feedback with no words and no popups, built as eight turn groups and five overworld groups, all approved by the user.
W
- Ward VFX In the alpha The turn-room effects for Ward and Stand Fast - five plates per tile, three solid and two empty, so a ward visibly shares 60% of a hit and never reads as immunity.