Artist work order · July 27, 2026

Unique art brief

Only the 33 unique pieces the artist needs to create: weapons, achievements, and the Solo/Co-op choice. Reused achievement compositions and generic interface icons are handled internally; size and state exports stay grouped under their unique source piece.

Start with the core art
33
unique pieces total
10
weapon icons
21
achievement icons
2
Play-card illustrations

01 · The deal

Thirty-three unique pieces

Every card shown below needs its own original illustration. If an image can be reused or assembled by the game team, it does not get a separate card. Required resized, locked, or inactive exports stay grouped with the unique source piece.

33

Unique deliverables

Quote these pieces

  • 10 canonical weapon icons
  • 21 original achievement icons
  • 2 Play-card illustrations

Handled internally

Not shown on this site

  • Weapon-derived achievement compositions
  • Locked, inactive, and resized variants get no extra cards
  • Generic HUD, settings, navigation, and stat icons

02 · Visual target

Cel-shaded grindhouse, built to read small

Bright comedy-horror presented like a worn drive-in poster: chunky silhouettes, rough ink, limited color, and confident action. Not realistic, glossy, or grim.

In-game tone Fast, readable, red/black grunge with cel-shaded characters.
Signature hearse Mood and silhouette reference only; final art must be original.
UI environment Icons sit on dark distressed panels beside rough display text.
Achievement context Steam art also appears in-game at substantially smaller sizes.

Do

  • Design silhouette-first for 48–64 px readability.
  • Use flat cel-shaded planes and rough black outlines.
  • Keep one dominant subject near 70% of the square.
  • Use scuffs and halftone without muddying the subject.
  • Keep cartoon violence funny and exaggerated.

Do not

  • Put text or numbers inside the illustration.
  • Draw generic trophies unless the concept calls for one.
  • Bake rarity frames into transparent game icons.
  • Use recognizable brands, vehicles, or other IP.
  • Use AI-generated final artwork.

Palette

Matte black#0B0909 Charcoal#2B2927 Warm bone#F3E5C0 Blood red#D71920 Dirty gold#D29B35

Gameplay accents—cyan, electric yellow, toxic green, and rescue blue-green—should remain a minority of each image.

Showing all 33 unique pieces

03 · Core wave A

Ten canonical weapons

These transparent masters establish each weapon's permanent visual identity across level-up cards, the Arsenal, equipped HUD, and achievement compositions.

04 · Core wave B

Twenty-one unique achievement icons

Each icon depicts what the player accomplished. Weapon-derived achievements are assembled internally. Locked treatments remain grouped with their unique source icon instead of appearing as additional pieces.

05 · Core wave C

Solo and Co-op Play cards

Two authored square illustrations, each delivered in selected and inactive states. The current images below are layout references, not the desired final quality.

Current Solo card placeholder
Current Solo placeholder — replace
Current Co-op card placeholder
Current Co-op placeholder — replace

06 · Handoff

Delivery and approval

Sketch approval comes before polish. Naming and export rules below are part of acceptance.

1

Layered masters

PSD, AI, SVG, or equivalent. Minimum 1024×1024, sRGB. Separate outline, flats, accent/effects, and texture layers.

2

Game icons

256×256 transparent PNG plus a mechanically resized 512×512 PNG. Straight alpha; no white fringe or baked card frame.

3

Steam achievements

Earned and locked 256×256 JPGs per achievement. Locked is the same composition desaturated and darkened—not a redraw.

4

Contact sheets

Numbered sheets showing 256 px, 64 px, and 48 px versions, plus locked treatments where applicable.

First approval gate

Three proofs before the full batch

  1. Front MG transparent weapon master
  2. First Blood earned + locked achievement
  3. Solo selected + inactive Play card
0 of 33 unique pieces checked
Expanded art reference