zcbot/skills/ppt/references/visual-styles/pixel-art.md

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Visual style: pixel-art

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.


1. Shape & decoration

  • 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.
  • Decoration: classic game framing — HUD bars, tile floors, sprite icons, chunky pixel borders. References NES / SNES / arcade composition.
  • Whitespace: grid-disciplined; let blocks sit on clean tiled ground rather than crowd.

2. Typography character

  • Pixel / bitmap display character for headlines; keep body in a clean legible face — full-pixel body type strains at reading length.

Families are chosen at confirmation g; this style asks for a pixel / bitmap display character for titles, legible body alongside.

3. Using the deck's colors

  • 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.
  • Flat blocks only — shading comes from palette layering (lighter top, darker bottom), never gradients.

HEX values come from confirmation e; this style only governs the palette-slot, flat-pixel discipline — it names no colors.

4. Texture / elevation

  • No texture beyond the pixel grid itself; strictly flat blocks. Depth reads from lighter-top / darker-bottom pixel shading, not drop shadows.

5. Paired image-rendering

pixel-art — 8-bit imagery on the same grid, sharing the retro-game aesthetic.