# Goonstation Spriting Guidelines ## Basic Style :sunglasses: * New large object sprites should be in ¾ perspective. Example [here](https://i.imgur.com/tU8mmeR.png). * Normally, items shouldn't be in ¾, but drawn in a flat projection. * Large handheld item sprites should be shown side on, see tool and gun sprites for examples of this. * Keep colour palettes simple, and where possible sample existing colour palettes to create consistency within departments. * Hue shift your shadows and highlights. Tutorial [here](https://i.imgur.com/fsTkpWQ.gif). Example: ![](http://i.imgur.com/9iGrBo9.png) <-- Bad ![](http://i.imgur.com/gB8u1zp.png) <-- Good * Do not use straight black for outlining. Instead, use a darkened version of the colour at the edge of the sprite. Example: ![](https://i.imgur.com/eUL0qTx.png) * If you just shrink a jpeg and submit that, you're fired. ![](https://wiki.ss13.co/images/a/af/FoodPancakes.png) * Unique in hand sprites are encouraged for every new item, this is especially true for items that need to be visually identified in combat. :lower_left_paintbrush: * Referencing popular culture is allowed, but try to be subtle about it. Commonly available content should be original. :cake: * Icon states should generally be centered on the middle of the canvas. * Keep the use of your sprite in-game in mind, it’s difficult and frustrating to click tiny sprites or sprites with 1px holes in them * To fix this, add a transparency 1 pixel in the hole. * Try to keep scale in mind in general. Things don’t need to be actually proportional, they just need to “feel” right in the game. :arrow_up_down: * It’s good (but not mandated) to distinguish different objects by more than just color if possible, to accommodate the colorblind. :traffic_light: ## Implementation :wrench: * Keep the names of your icon_states simple but descriptive. * Use already existing .dmi files that fit your purpose if possible. * Use the `widthXheight` files (ex: 120x120) for larger-than-normal sprites. ## Meta :left_speech_bubble: * Do not be precious about your work. Be open to criticism and change both from other developers and players. * Most untrained people can visually identify when something looks wrong or bad, it's your responsibility as the artist to parse that criticism and find a solution.