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Art Direction

Target look

Painterly anime: cel-shaded characters with crisp 2-tone shading and ink outlines, against softly painted environments with strong rim light and glowing Bloom crystals.

Element Direction
Characters 2–3 band toon shading, face shadows controlled by an SDF face-shadow map, colored outlines (darker hue, not black), anime eyes with layered highlights
Environments Softer shading (toon diffuse plus gentle GI), hand-painted gradients, stylized foliage cards
Bloom crystals Emissive, slightly translucent, with pastel color shifts by Aspect
VFX Bold shapes, smear frames, speed lines during Moonlit Time, anime impact frames on Finishers and Bursts
UI Clean, with lantern and paper motifs. Fonts: rounded sans for UI, brush-style for titles

Toon shading in Unreal

  • Master material M_Toon_Master: a lit material using a custom diffuse ramp (sample a 1D curve atlas from N·L), or a custom shading model through a post-process approach.
  • Outline: an inverted-hull mesh (a second material on a pushed-out shell) for characters, plus a depth/normal edge-detect post-process for environments.
  • Face shadows: an SDF threshold map driven by the head forward vector and light direction.
  • Post-process: slight bloom, color grading LUT per region, optional film grain.

Region palettes

Region Key colors
Hearthport Warm amber lanterns, deep teal water, terracotta roofs
Verdant Shoals Turquoise, sand, moss green
Kiriyama Cherry pink, vermilion torii, slate stone
Sunken Archive Deep blue, bioluminescent cyan, parchment
Ashfall Black glass, ember orange, smoky gray
Glasswood Prismatic pastels, white
Frostspire Ice blue, silver, aurora green and violet
Moonscar Void indigo, silver-white shard, magenta Eclipse accents

Aspect colors (VFX and UI)

Flame #FF4B3E · Tide #2E8BFF · Gale #3DDC97 · Stone #E0A040 · Radiance #FFE066 · Umbra #8E5BFF