Target shots

The key art rendered by the real game client, the concept sheets its models were built from, how close the engine has come, and where each shot sits in the climb, from the deep to a proposed shot of heaven.

Target shotsArt in progress

A target shot is a painting the real client has to reproduce: same camera, same horde, same budget. Each one fixes a register of the art direction in the engine, and every later shot is judged against it. Each has its own page with the full spec.

Where the shots sit in the climb

The shots were specified while the journey still went down, and they keep that story's places. Their registers still hold for the climb (see the visual identity).

Proposal

Shot Register Where in the climb
1. Ember in the Flood The deep: ember-noir A flooded hall under the Drowned Coast: the last of the dark, where the climb comes up out of the deep into the drowned world
2. Dusk in the Vale The world between: Romantic landscape The Vale, the last warm place, where the ascent sets out
3. The Keeper of the Gate Heaven: white ink The court before heaven's gate, the climb's last fight

The endgame's register, the world's colours with heaven's white on what a faction holds, has no shot yet; a faction-held region would be the fourth.

Shot 1: Ember in the Flood

The game's own key art, rendered by the game. A party of four fallen holds a pool of warm light in a flooded hall of the Sunken Reach, on the Drowned Coast, while a drowned horde presses in from the dark. It is the deep-register reference: about 80% of the frame in the two darkest values, the party's ember light the one warm pool, and one cold shaft from a break in the ceiling. Spec approved by Alex on 24 October 2026; models built with scripted Blender.

The target: concept key art, a painting.Art in progress
The target: concept key art, a painting.
Version 2, rendered by the game client at 1600x900 on 24 October 2026: 592-vertex fallen, a water shader over the hall, soft-sprite effects, darker lighting.Art in progress
Version 2, rendered by the game client at 1600x900 on 24 October 2026: 592-vertex fallen, a water shader over the hall, soft-sprite effects, darker lighting.
Before: the build on the morning of 24 October 2026.Art in progress
Before: the build on the morning of 24 October 2026.
Version 1, version 2 and the key art, stacked.Art in progress
Version 1, version 2 and the key art, stacked.

Version 2 is close to the key art's darkness but still a little bright, and costs a few percent of frame rate, still far above any frame budget. What would close the gap most: the fallen are still small and soft next to the painted heroes, and nothing is animated yet. The spec, the measurements and the gaps are on its page, and the frame-rate cost in docs/performance.md.

Concept sheets

Painted model sheets for shot 1, generated with design/tools/imagegen.py from the key art and the art direction. Each is a production reference for a low-poly model seen from the game's high three-quarter camera, at 40 to 70 pixels tall in a horde, so the silhouette matters more than any detail. The prompts are in design/target-shots/concept/1/prompts/.

Next: Dusk in the Vale

Proposal

Shot 2 would fix the daylit register: a golden afternoon in the Vale of Velmarch, with sea fog creeping up the low fields. Its spec is proposed on its own page.

Then: heaven

Proposal

Shot 3 would fix heaven: four fallen on the white court before heaven's gate, the keeper of the gate and his white dead closing in, the embers the only colour. Its spec and its painting, from the game's own camera, are proposed on its own page.

Proposed: the target painting for shot 3, the keeper of the gate. Concept.Art in progress
Proposed: the target painting for shot 3, the keeper of the gate. Concept.