Master Illustration Style Guide

This document establishes the visual language for all MOONSTALKERS: ONLINE illustrations. Reference this guide when creating or commissioning artwork to ensure consistency across all visual content.

Visual Tone

Primary Aesthetic

Sci-Fi Dystopian Corporate Horror meets Survival Desperation

  • Industrial decay and corporate sterility in uneasy coexistence
  • Vast, oppressive environments that dwarf human figures
  • Technology that feels utilitarian, worn, and barely functional
  • Nature reclaiming civilization — but twisted, dangerous
  • Isolation and vulnerability as constant visual themes

Color Palette

Primary Colors

Color Hex Code Usage
Deep Void #0a0a0f Primary backgrounds, deep shadows, space
Station Dark #12141c Interior surfaces, secondary backgrounds
Selenite Teal #00d4aa Corporate branding, UI elements, technology highlights, hope
Warning Orange #ff6b35 Hazards, alerts, danger indicators, fire, urgency
Danger Red #ff3b3b Critical failures, death, blood, extreme hazards
Off-White #e8e8e8 Text, clean surfaces, light sources
Steel Gray #8a8a9a Metal surfaces, fog, atmospheric haze

Environmental Palettes

Surface (Day/Low Tide)
Muted earth tones, rust browns, concrete grays, patches of sickly green vegetation. Sky has permanent haze from moon debris.
Surface (Night/Flood)
Deep blues and blacks, bioluminescent hints in rising water, reflected moonlight fragments scattered across the sky.
Underground Hatches
Warm artificial lighting (yellows, ambers) contrasting with cold concrete and metal. Emergency lighting in red/orange.
Vessel Interior
Selenite Teal UI elements against dark panels. Lived-in warmth fighting sterile corporate design.
Selenite Facilities
Clinical white and teal, too bright, too clean — unsettling in its perfection.

Art Style Direction

Reference Games

  • Alien: Isolation — Industrial sci-fi aesthetic, lo-fi technology, oppressive atmosphere
  • Dead Space — Horror in space, body horror elements, mining/industrial settings
  • SOMA — Underwater isolation, existential dread, decaying facilities
  • Prey (2017) — Corporate sci-fi, Art Deco meets brutalism, retrofuturism
  • The Long Dark — Survival isolation, environmental storytelling, quiet desperation

Rendering Style

  • Realism with stylized lighting — Photorealistic textures, but dramatic, cinematic lighting
  • Heavy use of shadow — What you can't see is as important as what you can
  • Atmospheric depth — Fog, haze, particles in the air to create layers
  • Contrast is key — Dark environments punctuated by harsh light sources
  • Texture and wear — Nothing is new; everything shows its history

Visual Contrasts to Emphasize

Element A vs. Element B
Corporate sterility vs. Organic decay
Vast environments vs. Tiny human figures
Advanced technology vs. Primitive survival
Artificial light vs. Natural darkness
Safety of vessel vs. Danger of surface

Technical Specifications

File Formats

Preferred
WebP — Superior compression, excellent quality
Fallback
PNG — For transparency needs or maximum compatibility
Source Files
PSD/TIFF — Keep high-resolution source files archived

Resolution Requirements

Use Case Dimensions Aspect Ratio
Hero Images 1920 x 1080 px 16:9
Section Headers 1200 x 400 px 3:1
Inline Illustrations 800 x 600 px 4:3
Sidebar/Thumbnail 400 x 400 px 1:1
Icon/Small 200 x 200 px 1:1

Terminology Consistency

Always use consistent terminology in all illustrations and accompanying text:

  • Moonstalker — Never "player" or "character"
  • Vessel — Never "ship," "station," or "base"
  • Clone Bay — Never "respawn point" or "save room"
  • Selenite Corp — Always capitalized, never abbreviated
  • Drop Pod — Two words, both capitalized
  • Teleportation Pad — Full name, or "telepad" informally
  • The Network — Always capitalized with "The"

Illustration Types

Categories

Concept Art
Establishing shots, environment designs, vehicle/equipment concepts. Focus on mood and scale.
Environmental
Specific locations — hatches, surface zones, vessel interiors. Emphasize atmosphere and detail.
First-Person POV
What the Moonstalker sees. Hands visible, HUD elements suggested. Creates immersion.
Character Portrait
Moonstalkers in gear, NPCs, the vessel AI interface. Focus on personality and wear.
Diagram
Technical illustrations — systems, mechanics, UI concepts. Clean and readable.
UI Mockup
Interface designs — vessel terminals, HUD elements, contract boards.

Prompt Template

Each document's _prompt.txt file follows this structure:

ILLUSTRATION PROMPT: [Document Title]
=====================================

ILLUSTRATION TYPE: [concept art / diagram / UI mockup / environmental / first-person POV / character portrait]

SUBJECT: [Specific subject to illustrate]

SCENE DESCRIPTION:
[Detailed description of what the illustration should depict]

KEY VISUAL ELEMENTS:
- [Element 1]
- [Element 2]
- [Element 3]

MOOD/ATMOSPHERE:
[Emotional tone and lighting]

STYLE REFERENCE: See promptguide.html for master style guidelines

RECOMMENDED DIMENSIONS: [e.g., 1920x1080 for hero, 800x600 for inline, 400x400 for icon]

PLACEMENT: [Hero image / inline illustration / sidebar / background]