# 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:
 <-- Bad
 <-- Good
* Do not use straight black for outlining. Instead, use a darkened version of the colour at the edge of the sprite. Example:

* If you just shrink a jpeg and submit that, you're fired. 
* 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.