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Ω Tao Baryon — Ship Spritesheets: Claude Design Guide

Tao Baryon — Ship Spritesheets: Claude Design Guide

Before You Start

You are drawing pixel art ships for a mobile vertical shooter. Every ship lives inside a 64×64 pixel cell. The final PNG is exported at 1× and displayed at 2× (nearest-neighbor — no blur, no anti-aliasing). This means every pixel is visible and intentional.

Non-negotiable rules:

  • 1px hard black #000000 outline on every visible edge
  • No gradients, no soft shadows, no anti-aliasing
  • Transparent background (alpha = 0)
  • Player ships face upward (nose at the top of the cell)
  • Silhouette must read clearly at 32×32 px (thumbnail size)

Canvas Setup Per Spritesheet

Each ship has one spritesheet file. Standard layout:

Total canvas: 256 × 128 px
Grid: 4 columns × 2 rows
Each cell: 64 × 64 px

Column 0 = M0 (base, no upgrades)
Column 1 = M1 (first upgrade)
Column 2 = M2 (second upgrade)
Column 3 = M3 (fully upgraded)

Row 0 = Idle state (normal flying)
Row 1 = Damaged state (same ship, cracked hull)

Exceptions: C-2 Resonator and C-3 Singularity use 320×128 px (5 columns, extra M3 frame).


Color Palette (strictly these colors only)

Hull fills:
  #e8eaf0   Hull Light    — upper highlight areas (top 30% of hull)
  #8b8fa8   Hull Mid      — main hull body
  #555972   Hull Shadow   — lower/rear sections (bottom 20%)
  #000000   Outline       — all edges, 1px

Engine trails:
  #42A5F5   Blue          — M0 and M1 trail
  #1565C0   Blue dark     — M0/M1 trail edge glow
  #FFD600   Yellow        — M2 trail
  #FF8F00   Yellow dark   — M2 trail edge
  #FF5722   Red           — M3 trail core
  #c8f542   Lime          — M3 trail halo (1px each side of red)

V-Series accent:
  #2dd4bf   Veiled Teal   — appears at M1 on all V-Series ships

H-Series insignia:
  #42A5F5   Coalition cross mark — 3×3 px on upper hull at M2+

C-Series:
  #606472   Darker hull fill than H/V Series
  Both lime AND teal accents from M2+

Lime #c8f542 on player ships: ONLY appears at M3. Never on M0, M1, or M2.


H-SERIES SHIPS

H-Series ships are Coalition human designs — functional, no-nonsense, symmetrical. They look like things built in factories by engineers who cared more about reliability than elegance. Hull color is the mid blue-gray #8b8fa8.


H-1 VANGUARD (ss_ship_vanguard.png)

Character: The most common Coalition warship. Every pilot starts here. Reliable, honest, nothing fancy. Symmetrical kite/arrowhead shape.

Base polygon (M0, in 64×64 cell, coordinates from top-left) — LOCKED:

Nose:        (32, 6)
Right wing:  (48, 52)
Engine:      (32, 44)
Left wing:   (16, 52)

These coordinates are validated through the design system renderer. Do not adjust. Hull body fills the area between those points. The engine notch at (32,44) creates a slight inward V at the bottom before the wing tips flare out.

Engine trail: 2px wide, 3–4px tall, centered at bottom of hull (x=31–32), starting just below pixel y=52.

M0 — Base form:

  • Hull: #8b8fa8 fill, #e8eaf0 highlight on top third, #555972 shadow on bottom fifth
  • Outline: 1px #000000 on all edges
  • Trail: #42A5F5 (2px wide, 3px tall)
  • No markings, no extras. Clean military shape.

M1 — First upgrade:

  • Add small wing nubs: 2×3 px rectangles at left (x=14–15, y=36–38) and right (x=49–50, y=36–38)
  • Trail becomes slightly brighter: #42A5F5 but 4px tall
  • Hull unchanged

M2 — Second upgrade:

  • Wing nubs extend to fins: 3×6 px angled outward from the main wing tips
  • Add Coalition insignia: 3×3 px cross shape in #42A5F5 at upper center hull (x=30–34, y=12–16)
  • Secondary thruster nozzles: 2 small 1×2 px dark slots at y=48 flanking the main engine
  • Trail: 4px tall, same blue

M3 — Fully upgraded:

  • Full fins extending 5px outward from wing tips
  • Lime accent strip #c8f542: 1px wide, runs down the center spine from y=10 to y=42
  • Engine trail: #FF5722 core (2px), #c8f542 halo (1px each side) = 4px total trail, 5px tall
  • Hull has slightly more refined panel lines (1px darker lines at wing joints)

Damaged state (Row 1):

  • Same sprite as idle for that mark
  • Add 2–3 crack lines: 1px #000000 lines cutting through the hull mid-section
  • Cracks run diagonally: one from roughly (26,28) to (22,36), one from (36,30) to (40,38)
  • Hull mid-color slightly desaturated (replace some #8b8fa8 pixels with #6a6e80)

H-2 INTERCEPTOR (ss_ship_interceptor.png)

Character: Speed over armor. Built to break through enemy lines fast. Narrow silhouette — almost uncomfortably thin. Aggressive forward lean. Makes the Vanguard look fat.

Base polygon (M0):

Nose:       (32, 4)   ← sharper than Vanguard, 2px higher
Right edge: (44, 56)  ← narrower than Vanguard
Engine:     (32, 46)
Left edge:  (20, 56)

The Interceptor is 8px narrower at the base than the Vanguard. It reads as aggressive and lean.

Additional detail:

  • A 1px asymmetric wedge detail on each side at mid-hull: right side gets a tiny 2×3 px notch at (42, 30), left side at (21, 30). Makes it look like it has swept intakes.

M0: Same color rules as Vanguard. Trail: #42A5F5, 2px wide, 3px tall.

M1: Wing geometry subtly swept back — the bottom edge pixels shift 1px outward per row for the last 8 rows, creating a swept wing effect.

M2: Add Coalition insignia (same as Vanguard M2). Wing sweep more pronounced.

M3:

  • Wingtip glow nodes: 2×2 px #c8f542 squares at the two bottom corner pixels of each wing tip
  • Trail: red core #FF5722 + lime #c8f542 halo, 5px tall
  • Lime appears ONLY on these wingtip nodes and the trail

H-3 BULWARK (ss_ship_bulwark.png)

Character: The tank. Slow, wide, heavily armored. Slightly asymmetric — the left panel is visually heavier than the right, like extra armor was bolted on in a hurry.

Base polygon (M0):

Nose:         (32, 8)   ← higher nose than Vanguard (more blunt)
Right wing:   (52, 54)  ← wider than Vanguard by 4px per side
Engine:       (32, 48)
Left wing:    (12, 54)

Left side details at M0: an extra 2×4 px rectangular armor plate attached to the left wing at (10–11, 38–41). This is what makes it asymmetric. Right side is clean.

Panel lines: Visible at M0+. Two 1px #555972 horizontal lines across the mid-hull at y=22 and y=34 — armor plate joins.

M1:

  • Armor plate on left side grows to 3×5 px
  • Add a matching (smaller) 2×3 px plate on right at (51–52, 40–42)
  • Add 1 shield charge indicator: 2×2 px #90CAF9 square on upper-left hull (x=18, y=14)

M2:

  • Both shoulder armor plates expand further
  • Add Coalition insignia
  • Second #90CAF9 indicator pixel pair added (now showing 2 shield pips)
  • Panel lines become more defined

M3:

  • Full buttressed shoulder armor: the plates now have 1px outward extensions making them look truly buttressed
  • Lime strip on lower hull: 1px #c8f542 horizontal line at y=50, running from x=20 to x=44
  • Trail: red + lime halo as per spec, 5px tall

V-SERIES SHIPS

V-Series ships are Veiled designs, human-built. They are more exotic than H-Series, with sleeker geometries and teal Veiled accents. Hull base color is slightly cooler: #7a8090. No Coalition insignia — instead a small 3×1 px #2dd4bf teal dash near the cockpit area.


V-1 MARKSMAN (ss_ship_marksman.png)

Character: Long-range precision specialist. The ship looks like a rifle. Narrow body with a prominent forward prow extension — a scope protrusion pointing at the target.

Base polygon (M0):

Prow tip:    (32, 0)   ← the scope protrusion at very top of cell
Prow base:   (30, 8) to (34, 8)  ← 4px wide prow joins main body
Body top:    (28, 10) to (36, 10)
Body bottom: (24, 54) to (40, 54)  ← narrower base than H-Series
Engine:      (32, 46)

The prow is the defining feature: a 2px wide protrusion sticking up 6px above the main body. It should look like a barrel or scope.

M0:

  • Hull: #7a8090 fill (slightly cooler than #8b8fa8)
  • Teal dash: 3×1 px #2dd4bf at (30–32, 20) — cockpit position indicator
  • Prow: same hull color with #e8eaf0 highlight on the very tip (top 3 pixels)
  • Trail: #42A5F5, 2px wide, 3px tall

M1:

  • Teal accent stripe appears along prow: 1px #2dd4bf running down the left edge of the prow from y=0 to y=8
  • Trail: 4px tall

M2:

  • Prow stripe runs full length now, both edges
  • Small Veiled mark instead of Coalition insignia: 4×3 px #2dd4bf symbol at (28–31, 16–18)

M3:

  • Teal glow on prow tip: 2×2 px #2dd4bf at (31–32, 0–1)
  • Trail: red + lime halo

V-2 PHANTOM (ss_ship_phantom.png)

Character: Phase-shift specialist. The ship looks like it's not entirely here. Its visual identity is deliberate translucency — a ghost of a ship. Same basic kite shape as the Vanguard but rendered as if partially phased out.

Base polygon (M0): Same as Vanguard: (32,6) (48,52) (32,44) (16,52) — but the rendering technique is different.

Transparency technique (pixel art method):

  • Instead of solid fill, use a checkerboard dither at the edges
  • The outer 1–2 pixels of the hull (just inside the black outline) alternate between #7a8090 and transparent
  • Inner hull: solid #7a8090
  • Effect: the ship's edges are "soft" or slightly disappearing

Phantom offset (M1+):

  • Draw a second copy of the hull shifted 2px to the right
  • Fill this copy with #7a8090 at 30% opacity (simulate by using lighter pixels: replace every other pixel with transparent in a regular dither pattern)
  • This creates the visual illusion of a quantum phase echo

M0: Basic checkerboard edge dither, no offset copy yet M1: Add the 2px-right offset ghost copy M2: Offset copy becomes more pronounced (less dithered, clearer) M3:

  • Full offset copy visible
  • 1px shimmer ring around perimeter: alternating #e8eaf0 and transparent pixels running around the entire hull outline
  • Trail: red + lime halo

V-3 STRIKER (ss_ship_striker.png)

Character: Sustained fire specialist. Multiple weapon vents visible along the hull sides — it looks like a ship that was designed around its weapons, with the hull built to accommodate them. Forward-leaning aggressive stance.

Base polygon (M0):

Nose:        (32, 5)
Right edge:  (46, 54)
Engine:      (32, 46)
Left edge:   (18, 54)

Slightly wider than the Marksman, slightly narrower than the Vanguard. Forward lean achieved by making the nose pixel at y=5 rather than y=6.

Weapon vents (the defining detail):

  • 2×1 px dark slots cut into the hull sides
  • Color: #2a2d36 (very dark, near-black but distinct from outline)
  • M0: 3 vents per side, evenly spaced at y=20, y=28, y=36
    • Left vents at x=20–21
    • Right vents at x=42–43
  • Each vent has a 1px #555972 "lip" above it (the vent housing)

M0: Vents dark/empty. Teal dash at cockpit position. M1: Vents still dark. Hull gets minor detail lines. M2: Vents get 4 per side (add one at y=44). Veiled teal mark at upper hull. M3:

  • All vents glow: fill each vent with 1px #42A5F5 (firing glow)
  • Trail: red + lime halo

C-SERIES SHIPS

C-Series ships are Coalition-Veiled joint designs — the best of both, hand-assembled, premium. Darker hull: #606472. Both lime AND teal accents at M2+. These are end-game ships and should look visually more refined and complex than H or V Series.


C-1 APEX (ss_ship_apex.png)

Character: The balanced end-game ship. Wider, more refined than H-Series. Pentagon silhouette — five sides, symmetric, but with more visual mass than the simpler kite shapes.

Base polygon (M0):

Nose:         (32, 4)
Right shoulder: (46, 22)
Right base:   (42, 54)
Left base:    (22, 54)
Left shoulder: (18, 22)

This pentagon shape gives it a distinct silhouette from every H and V ship.

M0: Clean, dark hull #606472, highlight #8b8fa8 on upper sections, shadow #3e4050 on lower.

M1: Minor panel detail lines added at shoulder joints.

M2:

  • Teal accent: 2×1 px #2dd4bf marks at both shoulder joints (46,22) and (18,22)
  • Coalition insignia added at upper hull

M3:

  • Lime center spine: 1px #c8f542 line from y=8 to y=44 along x=32
  • Lime engine nozzle ring: the bottom of the engine trail is bordered by a 1px #c8f542 ring (3×3 px circle outline at the engine mouth)
  • Both Coalition insignia AND a 3×1 px teal mark visible — joint heritage
  • Trail: red + lime halo, 5px tall

C-2 RESONATOR (ss_ship_resonator.png)

Canvas: 320×128 px (5 columns: M0 / M1 / M2 / M3-A / M3-B) M3-A and M3-B are two alternating animation frames for the engine pulse effect.

Character: Sustained damage amplifier. The ship looks like a musical instrument as much as a weapon. A visible resonance ring encircles its mid-hull — a 1px partial arc suggesting the resonance field it generates.

Base polygon (M0): Same as Apex pentagon but slightly more slender at the base.

Resonance ring (M1+):

  • 1px arc drawn around the mid-hull area
  • Arc is approximately a semicircle: from (20, 30) arcing outward to maximum x=12 at y=38, back to (20, 46)
  • Same on right side: (44, 30) arcing to x=52 at y=38, back to (44, 46)
  • Color: #2dd4bf at M1, #c8f542 at M3

M3-A / M3-B engine pulse animation:

  • M3-A: Standard trail (red + lime)
  • M3-B: Trail is 2px taller, and the resonance ring is 1px brighter (swap #555972 detail pixels for #8b8fa8)
  • These two frames alternate at runtime to create a pulsing effect

C-3 SINGULARITY (ss_ship_singularity.png)

Canvas: 320×128 px (5 columns: M0 / M1 / M2 / M3-A / M3-B) M3-B represents the "Event Horizon" fully stacked state.

Character: Slow devastator. The heaviest ship. Thick shoulder geometry dominated by weapon mounts. Hexagonal-ish silhouette.

Base polygon (M0):

Nose:              (32, 5)
Right shoulder:    (50, 20)
Right side:        (52, 50)
Bottom right:      (32, 56)  ← flat bottom
Bottom left:       (32, 56)
Left side:         (12, 50)
Left shoulder:     (14, 20)

The flat bottom and wide hexagonal cross-section distinguish it immediately. It's the widest ship in the game.

Weapon mount details (M0+):

  • Two large 4×4 px rectangular "mounts" on the shoulders at (46–49, 18–21) and (15–18, 18–21)
  • These are heavier/darker than the rest of the hull: fill with #3e4050
  • 2×2 px weapon barrel: 1px dark slot on the outer face of each mount

M3-A: Standard M3 appearance M3-B (Event Horizon stacked):

  • 1px shimmer ring around the entire hull perimeter
  • Shimmer = alternating #e8eaf0 and #c8f542 pixels running around the outline (just inside the black border)
  • This represents the Event Horizon passive at maximum stacks

Engine Trail Reference Sheet

All trails are drawn just below the ship hull. Center them on the engine nozzle position.

M0 trail: 2px wide, 3px tall
  Core: #42A5F5 (blue)

M1 trail: 2px wide, 4px tall
  Core: #42A5F5 (bright blue)

M2 trail: 2px wide, 4px tall
  Core: #FFD600 (yellow)
  Edge: 1px #FF8F00 each side = 4px total width

M3 trail: 2px wide core + 1px halo each side = 4px total, 5px tall
  Core: #FF5722 (red-orange)
  Halo: #c8f542 (lime, 1px each side of core)

Damaged State Rules (Row 1 of every spritesheet)

Apply to every ship, every mark tier:

  1. Copy the idle sprite exactly
  2. Add 2 diagonal cracks: 1px #000000 lines cutting through the hull
    • Crack 1: from approximately (26, 26) to (20, 36) — left side diagonal
    • Crack 2: from approximately (36, 28) to (42, 38) — right side diagonal
    • Adjust positions per ship shape so cracks cross the widest hull area
  3. Slightly desaturate hull color: replace ~30% of #8b8fa8 pixels in the mid-section with #6a6e7a (slightly washed out version)
  4. Do NOT change the trail, outline, or any accents

Spritesheet Assembly Checklist

For each ship, verify before export:

  • [ ] Canvas exactly 256×128 px (or 320×128 for Resonator/Singularity)
  • [ ] Each cell exactly 64×64 px
  • [ ] Ship centered in cell (horizontally and vertically)
  • [ ] Transparent background
  • [ ] 1px black outline on all ship edges
  • [ ] Trail visible and correct color for each mark
  • [ ] Lime #c8f542 does NOT appear on M0, M1, or M2
  • [ ] Damaged states have cracks, idle states are clean
  • [ ] Export as PNG-32 with alpha

Visual Identity Summary

Series Feel Hull color Distinctive detail
H-Series Military, functional #8b8fa8 blue-gray Simple kite/arrowhead shapes
V-Series Exotic, Veiled influence #7a8090 cool gray Teal #2dd4bf accents from M1
C-Series Premium, joint-built #606472 dark gray Both lime + teal, most refined silhouette

The progression from H → V → C should feel like: practical tool → specialized instrument → masterwork.