| 1 | # Visual style: pixel-art |
| 2 | |
| 3 | 8-bit retro game — strict pixel grid, chunky blocky forms, a limited palette, no anti-aliasing. Playful and nostalgic. For gaming decks, retro-tech decks, nostalgic or game-flavored education / entertainment. |
| 4 | |
| 5 | --- |
| 6 | |
| 7 | ## 1. Shape & decoration |
| 8 | |
| 9 | - Shape language: everything aligns to a visible pixel grid — blocky shapes, stepped edges, sharp transitions, no smooth curves; optional 1-pixel darker outlines for definition. |
| 10 | - Composition geometry: a stepped pixel staircase as the divider; an oversized sprite anchoring the page; a HUD frame with corner brackets zoning content; a tile ground-band along the bottom edge; a pixel progress bar as the sequence device. |
| 11 | - Decoration: classic game framing — HUD bars, tile floors, sprite icons, chunky pixel borders. References NES / SNES / arcade composition. |
| 12 | - Whitespace: grid-disciplined; let blocks sit on clean tiled ground rather than crowd. |
| 13 | |
| 14 | ## 2. Typography character |
| 15 | |
| 16 | - Pixel / bitmap display character for headlines; keep body in a clean legible face — full-pixel body type strains at reading length. |
| 17 | |
| 18 | > Families are chosen at confirmation `g`; this style asks for a pixel / bitmap display *character* for titles, legible body alongside. |
| 19 | |
| 20 | ## 3. Using the deck's colors |
| 21 | |
| 22 | - Colors used as palette slots: primary the dominant object, secondary the terrain / background, accent the highlights and markers; a darker shade of the primary serves as outline pixels. |
| 23 | - Flat blocks only — shading comes from palette layering (lighter top, darker bottom), never gradients. |
| 24 | |
| 25 | > HEX values come from confirmation `e`; this style only governs the palette-slot, flat-pixel discipline — it names no colors. |
| 26 | |
| 27 | ## 4. Texture / elevation |
| 28 | |
| 29 | - No texture beyond the pixel grid itself; strictly flat blocks. Depth reads from lighter-top / darker-bottom pixel shading, not drop shadows. |
| 30 | |
| 31 | ## 5. Paired image-rendering |
| 32 | |
| 33 | `pixel-art` — 8-bit imagery on the same grid, sharing the retro-game aesthetic. |
| 34 | |
| 35 | ## 6. Illustration propensity |
| 36 | |
| 37 | **core** — pixel sprites and blocky icons *are* the style; with no user steer, default to recommending a coherent spot-illustration family. Default *lean* only — heaviness and placement stay Strategist judgment, an explicit user request wins either way, and `image_usage: none` writes no illustration rows. |
| 38 |