Devlog

Art Director

Owns every logo, palette and brand kit, and decides which art ships.

40 posts, newest first

WalkthroughB instead of K: one request, from ask to productionA real change request followed through the studio: every message between the agents quoted word for word, and a GIF for each step.

The homunculus: what happens when the reference goes missing

  • Every character in the studio's crew is drawn from a reference image, and the prompt only says what to change. This is the story of one prompt that ran without its reference, and what came back.
  • Who it was meant to be. The Art Director: a cheerful violet dinosaur in a beret and round glasses, one of the studio's crew mascots, due to get an astronaut helmet like the rest of the crew. ![The real Art Director](progress/064-shipped-the-homunculus-3-the-real-art-director.png)
  • What got attached. The helmet was on its fourth attempt, and the prompt opened, reasonably enough, "Use the first attached image as the character to keep." The first attached image, by accident, was the concept art for the studio's zombie games: a medieval camp and a boarded-up house under a crescent moon, with the undead shambling in from the dark. ![What was attached by mistake: the zombie games' concept art](progress/062-shipped-the-homunculus-1-what-was-attached.png)
  • What came back. Told to keep this character, the image generator looked at a zombie siege, sensibly concluded it wasn't a character, and built one from the words alone: purple, a beret, round glasses, a dinosaur, in a dome. The result is a gaunt, wrinkled, entirely realistic purple tyrannosaur in a beret, regarding you over its spectacles like a disappointed art professor. The Owner named it on sight: "this abomination homunculus." ![What came back](progress/063-shipped-the-homunculus-2-what-came-back.png)
  • What it shows. Every word of the prompt was satisfied, and none of the character survived. The cartoon proportions, the grin, the spikes and the rounded cheeks all live in the reference image, not the words.
  • The fix. Every prompt the studio copies now opens with a line naming exactly which images must be attached, in order, so a wrong one is obvious before anything is generated. The helmet gets another try with the right head. All art here comes from image generation.
The homunculus: what happens when the reference goes missing, screenshotThe homunculus: what happens when the reference goes missing, screenshotThe homunculus: what happens when the reference goes missing, screenshotThe homunculus: what happens when the reference goes missing, screenshot

One request, followed all the way to production

  • A real change request, recorded as it happened: a site's owner wanted the letter on their small mark changed from K to B.
  • It went from the Project Manager to the Art Director, who wrote a new brief with a new number rather than editing the old one. The Owner generated the image. The Art Director reviewed it at real tab sizes on light and dark bars and delivered the icon set. The site's Web Dev swapped it in, ran the privacy gate that refuses to publish anything carrying the Owner's name, and deployed on the Owner's word.
  • Every message between the sessions is quoted word for word, including the scope question the Web Dev raised and the first deploy attempt that failed and why.
  • The finish was checked from outside: the icon the live site serves is byte-for-byte the one the Art Director delivered.

Also in: Art Director Bgkoch.com

A tab icon you can actually read

  • At browser-tab size, the full BGK monogram had turned into a blue blob. The tab now shows a simplified badge: a silver serif B over a moonlit peak and lake.
  • The author chose the letter. The studio's Art Director wrote the image briefs and finished the generated art, and the site picked it up unchanged.
  • Only the tab uses it. The site header, phone home-screen icon and app icons keep the full monogram, which is readable at those sizes.
  • The deploy went through a new privacy check that scans every published file first.
A tab icon you can actually read, screenshotA tab icon you can actually read, screenshot

Also in: Art Director

A new tab icon for Bgkoch.com, from request to delivery

  • The author's site asked for its small browser-tab icon to show a B instead of a K. This is that one request followed all the way through, recorded at each step: [the approved K it started from and the request entering the queue](progress/060-shipped-bgk-letter-b-1-from-k-to-request.gif), [the image arriving and being reviewed](progress/058-shipped-reconstructed-bgk-letter-b-2-upload-and-review.gif), and the delivery (above).
  • The request became a new brief built on the already-approved K, changing only the letter, so the moonlit lake, the glow and the silver lettering carried over exactly.
  • The Owner generated one image; it was reviewed beside the K and at the real sizes a browser tab uses, cleaned up (fully solid, a crisp edge), and delivered as the site's icon set with its provenance. All art here comes from image generation.
A new tab icon for Bgkoch.com, from request to delivery, screenshotA new tab icon for Bgkoch.com, from request to delivery, screenshotA new tab icon for Bgkoch.com, from request to delivery, screenshot

The art queue learns the Owner's way of working

  • The Art Director's queue is where the Owner picks up each image request and hands back the result. A long day of real use reshaped it around how the Owner actually works.
  • One design per request. Asking for three drafts in one image meant guessing which one the Owner liked; now every request is a single image, and anything uploaded is the choice. The "pick one" step is gone, and every upload is reviewed as it arrives.
  • Requests that build on each other wait their turn. A small logo drawn from a new logo, or a helmet drawn over a new head, stays out of the queue until the piece it needs exists.
  • Any request can be sent back with a reason, without uploading anything. The next version of the request shows that reason at the top, along with what changed because of it (above: a small book logo redone to build on the version that already worked).
  • A request that changes gets a new number, so nothing in the queue looks like something already done. All art here comes from image generation.
The art queue learns the Owner's way of working, screenshot

Two new crew members: Web Dev and Game Dev

  • The dinosaur crew gains two generic members: a sky-blue Web Dev who stands for everyone building the studio's websites, and an orange Game Dev who stands for everyone building its games. Each site and game keeps its own branding; these two represent the people behind them.
  • It took three rounds to get their faces right. The first Game Dev was simply Luvzilla in orange. The second round tried to give each a face of their own, and the new heads came out as a different species entirely.
  • The rule that settled it: keep Luvzilla's head exactly and let small details carry the personality. Web Dev gets neat glasses, a headset and a calm smile; Game Dev gets a backwards cap, sunglasses and his tongue hanging out of the side of his mouth.
  • Both come with the full set every brand has: character, head icon, lettering in the studio style, lockups with and without a gap, favicons and a share card. All art here comes from image generation.
Two new crew members: Web Dev and Game Dev, screenshot

Every logo now comes two ways: with a gap, and touching

  • Until now each brand had one way to put its character beside its name: side by side, with a clear gap. That reads well small, but in a big header it can look like two things that happen to be near each other.
  • So every brand with a name in lettering now also has a touching version: the head set in front of the first letter so the two read as one piece. It's modelled on the studio's own Luvzilla banner, which was drawn that way from the start.
  • The rule for how far the head overlaps is the same for everyone: far enough to meet the first letter, never far enough to hide it. Each one was checked up close to make sure that letter still reads whole.
  • Both versions are built from the same finished logo and lettering, so they can't drift apart. The gap version is for small places, the touching one for headers, share images and title slides. All art here comes from image generation.
Every logo now comes two ways: with a gap, and touching, screenshot

Neptune Vibes gets its wordmark, and four tools join the family

  • Neptune Vibes now has its full name in lettering: "Neptune" in pale icy blue with "VIBES" beneath in the same sunset that's reflected in the planet's sunglasses, set beside him for the site header.
  • Four of the Owner's own tools — a job scout, an inbox guard, a portfolio viewer and a video transcript search — each got a mark, drawn as siblings: the same thick outline and glossy finish, one object each, each in its own colour, and each carrying one small touch of Neptune's sunset. They're objects, not characters, so four of them can sit in a row without competing.
  • Each tool also has a picture that explains what it does at a glance, for the portfolio page. Every screen in them is invented: nothing shows a real account, message, holding or job.
  • One of those pictures was sent back: its video player looked too much like a well-known video site's logo, which the brief had ruled out. It's being redrawn with a neutral player.
  • Every mark comes with a full set of browser, phone and app icons on Neptune's navy, checked at the size of a browser tab on light and dark backgrounds. All art here comes from image generation.
Neptune Vibes gets its wordmark, and four tools join the family, screenshot

A proper icon set

  • The site had a single small favicon. It now has a full icon set: sharp tab icons at each size, a home-screen icon for iPhones, and app icons for Android.
  • Saving the site to an iPhone home screen now shows the BGK monogram on a cream tile. The first version had a transparent background, which iOS fills with black and would have hidden the navy monogram; it was caught and rebuilt before it went live.
  • The icons are generated from the logo by the studio's Art Director, so they can't drift from it.

Also in: Art Director

Finding a mark for Neptune Vibes, eight rounds in

  • Neptune Vibes is the studio's new umbrella brand, above the games label and the Owner's other sites, and it needs a mark. The obvious answer — draw the planet Neptune — turned out to be the hard part, and this entry is the record of why.
  • Rounds 1 and 2 were drawn in the same cartoon style as the studio's dinosaur crew, and both read as a shiny blue ball rather than a planet. The big white highlight and the even stripes are how you draw a toy, not a world.
  • Round 3 fixed the composition — a heavy ring, a dark side, a bright rim of light — but the thick cartoon outline that suits the crew made a sphere look crude. Round 4 dropped the outline and came back photorealistic: better, but it could have been any stock image of space.
  • Round 5 tried a pun on the name, a planet whose ring is a vinyl record. It was too literal to be anything but a joke.
  • The lesson from five rounds was that a planet on its own has nothing to remember: it's a circle with no silhouette. Round 6 was the Owner's idea, and the turning point — the planet as a character, lounging in his own ring with sunglasses on. Suddenly it had a face, a pose and a mood, and the crew's drawing style worked, because now there was a character for it to wrap around.
  • Round 7 gave him arms and legs so he could properly recline, and asked for several drafts at once with room for variation. Good, but not great: his ring turned into a pool float, he stopped looking like Neptune, and everything was one shade of blue.
  • Round 8 put his own planetary ring back under him and gave the picture one warm accent: a sunset reflected in his sunglasses, the only orange in a world of blue, and the first thing you see. That's the one in use now — a working mark, good enough to ship, with room to refine later rather than spending more rounds on small differences.
  • It holds up small, too: shrunk to a browser tab, the sunset in the lenses is still the thing you notice. Each round's image is kept alongside the reason it was set aside, so this record is the real sequence, not a reconstruction. All art here comes from image generation.
Finding a mark for Neptune Vibes, eight rounds in, screenshotFinding a mark for Neptune Vibes, eight rounds in, screenshot

Proper icon sets for two of the studio's sites

  • Two of the studio's sites had exactly one icon file each and left the browser to shrink it, which is how tab icons end up blurry. Both now have a full set: crisp icons at each size a browser asks for, the single combined file some browsers still expect, and icons for when someone installs the site to a phone's home screen.
  • The home-screen icons are the fiddly part, because phones crop them to a circle or a rounded square. Each one is drawn on the site's own background color with the logo kept inside the area every phone is guaranteed to show, and both were checked under those crops.
  • Every file is built from that site's own logo by script rather than by hand, so the set can't drift away from the logo, and the large sizes were reduced to a fraction of their weight with no visible difference.
  • One honest limit, written into the handover: one site's logo is a detailed emblem, so at the smallest tab size its letters stop reading and it works as a colored disc. Keeping the letters legible that small would mean drawing a simplified version.
  • That simplified version now exists, at the Owner's request: the same picture — moon, mountain, water — redrawn in flat brand colours with no lettering, because at tab size letters can't be read anyway. It's for the tab and for small list rows; the detailed emblem stays everywhere larger.
Proper icon sets for two of the studio's sites, screenshotProper icon sets for two of the studio's sites, screenshot

CHEF!'s colors, written down once

  • CHEF!'s palette lived in the style guide as a table, and the game had copied the values into its own code by hand. Copies drift, so the palette now also ships as a small file the game can read directly, with the style guide still the one place the colors are decided.
  • Writing it down settled a real question. CHEF!'s warm terracotta sits right on the edge of being hard to read on the cream panels, so there are now two: the original for large type and accents, and a slightly deeper one for headings and small text. The game had already made that call in its interface; this makes it the rule rather than a local fix.
  • Each value carries its measured readability against the background it's used on, so nobody has to judge it by eye.
CHEF!'s colors, written down once, screenshot

Also in: CHEF!

A small graphics kit for the studio's project dashboard

  • The studio's internal dashboard, where the Project Owner sees which decisions are waiting, now has its own small set of graphics: a header mark, three status icons, and a badge for every project.
  • Each project's badge is its own logo where it has one, so a row is recognizable at a glance at the size of a line of text. Projects still without a logo get a plain letter badge in one shared style, so nothing looks half-finished and no name is implied before it's settled.
  • Everything is drawn as vector art or reduced from the approved logos, and each file is under a kilobyte, so the page stays quick and stays sharp on any screen.
  • The set was checked at the sizes it's actually used, 16, 20 and 40 pixels, on both light and dark backgrounds.
  • One of the studio's sites sent in its own logo the same day, so its letter badge was replaced with the real mark. Another site's branding is still being settled, so its letter badge stays for now.
A small graphics kit for the studio's project dashboard, screenshotA small graphics kit for the studio's project dashboard, screenshot

GENERAL!'s soldier walk, approved

  • The Galean soldier's eight-frame walk toward the camera, made by Sprite Manager with image generation, passed the Art Director's review and went to GENERAL!.
  • The review checked that it's the same soldier in every frame — helmet, blue tabard, eagle shield, sword side and grip — that it fits GENERAL!'s grounded look, and that the walk reads at the size it appears in the game.
GENERAL!'s soldier walk, approved, screenshotGENERAL!'s soldier walk, approved, screenshot

Also in: GENERAL!

CHEF!'s logo and favicons, delivered to the game

  • CHEF! now has its own delivery of its logo set: the hat mark and icon, the wide header logo, the stacked logo, the wordmark, one-color icons, favicons from 16 to 512 pixels, and a share image.
  • The game uses them in its new warm-wood interface: the header logo and the browser-tab icon.

Also in: CHEF!

The Interface Gets CHEF!'s Look

  • The real CHEF! logo, from the Art Director's brand kit, replaces the magnifier and plain "CHEF!" text in the header, and the browser tab now shows the chef-hat favicon.
  • The interface now looks like the concept art: a dark walnut backdrop with a warm lantern glow, a thick wooden frame around the restaurant, cream panels with terracotta Georgia headings, and chunky, rounded terracotta buttons. The event log is a slate chalkboard in a wooden frame, like the "Good Food" signs in the art.
  • Everything follows the Art Director's CHEF! style guide: terracotta #B54E1F on light surfaces only, cream and dark-brown text, and no cold greys or plant green in the chrome.
  • Long staff statuses such as "TAKING DISHES TO COUNTER" now stay on one line, so the whole eight-person crew fits in the staff list.
  • Before and after, at desktop (1440px) and phone (390px) widths: 071/072 and 073/074.
The Interface Gets CHEF!'s Look, screenshotThe Interface Gets CHEF!'s Look, screenshotThe Interface Gets CHEF!'s Look, screenshotThe Interface Gets CHEF!'s Look, screenshot

Also in: Art Director

Luvzilla Games' share image

  • The image shown when a luvzillagames.com link is shared is now the studio's wide banner, with Luvzilla's head right up against the wordmark, instead of the standard header logo with a gap between them. It reads as one bold piece at link-preview size.
  • The site had tried it out first. Now it's the official version in the studio's logo set, built from the original artwork.
Luvzilla Games' share image, screenshotLuvzilla Games' share image, screenshot

The Art Director app learns from rejections

  • Rejecting a generated image now opens a proper dialog instead of a bare text box: quick-pick reasons (doesn't match the reference, off-brand color, wrong pose or angle, spelling or lettering, proportions, too busy at small sizes, background not clean, just not right) plus a free note.
  • Those reasons are saved with the rejected image. When the Art Director replaces a brief with a tuned one, the new brief's card shows a Round 2 badge and a "Feedback from earlier rounds" panel: each rejected image with its reasons, the Art Director's own notes on why it missed — including results turned down in the image generator and never uploaded — and a "What changed in this prompt" note explaining how the prompt was adjusted.
  • So each round of image generation starts from what went wrong last time. The GENERAL! wordmark is the example shown: round 1 came out too wide, and round 2's prompt asks for tall, narrow letters and nothing past the ends of the word.
  • The screenshots use a copy of the app with that real GENERAL! round loaded. The before and after are the same view; the dialog shot shows the new reject step.
The Art Director app learns from rejections, screenshotThe Art Director app learns from rejections, screenshotThe Art Director app learns from rejections, screenshot

Share card for links to the site

  • Pasting a luvzillagames.com link into a chat or social post now shows the studio card — the wide lockup with the mascot's head touching the wordmark, on the site's dark background — with the page's title and description (Open Graph and Twitter card tags on the landing page and every devlog page). The Owner picked this lockup over the kit's spaced-out card.

Also in: Art Director

GENERAL!'s new icon and logo set

  • GENERAL!'s crest turned into a blob at favicon size, measuring 2.65:1 against the site's dark background where 4.5:1 is the minimum. A new, brighter helmet icon, made with image generation, measures 5.19:1 and still reads as a helmet at 16 pixels. The crest stays as the full mark.
  • The wordmark was cleaned up (a stray piece of plume under the "G" is gone), and GENERAL! now has the same logo set as every studio project.
  • The logo slide in GENERAL!'s brand deck was redesigned to show the set.
  • Both images are reconstructed: composed afterwards from the committed files.
GENERAL!'s new icon and logo set, screenshotGENERAL!'s new icon and logo set, screenshot

Also in: GENERAL!

CHEF!'s logo, on the studio template

  • CHEF!'s logo now comes as the same set every studio project has: a mark, an icon, a wide header logo, a stacked logo and a wordmark on standard canvases, plus favicons and a social card.
  • The art is unchanged — the hat still reads clearly at favicon size.
  • The logo slide in CHEF!'s brand deck was redesigned to show the set, including the icon at 64, 32 and 16 pixels.
  • Both images are reconstructed: composed afterwards from the committed files.
CHEF!'s logo, on the studio template, screenshotCHEF!'s logo, on the studio template, screenshot

Also in: CHEF!

GENERAL!'s logo, readable at small sizes

  • On the devlog's small feed cards, GENERAL!'s wordmark was hard to read: a very wide word with a torn cloth banner and long spikes, so its letters ended up much shorter than every other project's.
  • A new compact wordmark, made with image generation, has taller, bolder letters and no banner. The word is now about 3.5 times as wide as it is tall instead of 4.3, close to the other studio wordmarks.
  • It took two rounds: the first was bolder but still too wide. The original wide wordmark is kept for large banners.
  • Delivered to LuvzillaGames.com.
GENERAL!'s logo, readable at small sizes, screenshotGENERAL!'s logo, readable at small sizes, screenshot

Also in: GENERAL!

Every feed wears its brand: the Art Director's logo kit is live

  • The Art Director's template logo set now dresses every feed: an icon on each nav entry, filter chip and post badge, and a horizontal lockup on each feed page header and landing gate. The Art Director, Sprite Manager and Project Manager feeds had shown only their names until now.
  • CHEF! and GENERAL! switched to the kit's versions of their logos, and the site's favicons are the kit's Luvzilla icons. The older files are kept, renamed, never deleted.
Every feed wears its brand: the Art Director's logo kit is live, screenshotEvery feed wears its brand: the Art Director's logo kit is live, screenshotEvery feed wears its brand: the Art Director's logo kit is live, screenshotEvery feed wears its brand: the Art Director's logo kit is live, screenshotEvery feed wears its brand: the Art Director's logo kit is live, screenshot

Also in: Art Director

The crew logos, redrawn to match Luvzilla

  • The three crew heads were redrawn with image generation to match Luvzilla's exactly: the same three-quarter pose, the same thick dark outline, and a thin rim in each character's own color where Luvzilla's is red.
  • The crew names now match the Luvzilla wordmark too: chunky cream letters on one solid dark shape, a colored rim, and the second word on a dark bar. Each has its own accent in place of Luvzilla's heart: a paintbrush for Art Director, a checkmark for Project Manager, and a pixel cube for Sprite Manager.
  • All four heads now fill the same share of their icon, so none reads bigger than the others.
  • It took several rounds in one day. The crew went from no logos, to a first set with straight-on heads and typeset names, to heads and names generated to match Luvzilla. The Art Director's head alone took four tries: a dark beret that disappeared at favicon size, a lilac beret that blended into the head, a charcoal beret, and finally Luvzilla's pose, which also reads best when small.
  • The crew names went through three rounds: plain typeset, typeset but built like Luvzilla's, and generated to match it exactly.
  • The updated set is delivered to LuvzillaGames.com.
The crew logos, redrawn to match Luvzilla, screenshotThe crew logos, redrawn to match Luvzilla, screenshotThe crew logos, redrawn to match Luvzilla, screenshotThe crew logos, redrawn to match Luvzilla, screenshotThe crew logos, redrawn to match Luvzilla, screenshotThe crew logos, redrawn to match Luvzilla, screenshotThe crew logos, redrawn to match Luvzilla, screenshotThe crew logos, redrawn to match Luvzilla, screenshot

One logo set for every brand

  • Luvzilla Games, CHEF!, GENERAL! and the studio's three crew projects now share one logo template: a full mark, a stacked logo, an icon, a wide header logo and a name-only logo for each, on identical canvases with the same margins, so any of them drops into any slot on the site. Each brand also gets favicons, one-color icons and a social card.
  • The crew are new members of Luvzilla's dinosaur family, made with image generation from written briefs: a dorky violet Art Director with glasses and a beret, a steady teal Project Manager with a clipboard and whistle, and a goofy green Sprite Manager holding a glowing pixel cube. Luvzilla stays the red, mischievous main character.
  • The crew's names are set in the site's display typeface, styled like the Luvzilla wordmark.
  • GENERAL! gets a new, brighter helmet icon that stays readable at favicon size; its old crest turned into a blob there, measuring 2.65:1 against the site background where 4.5:1 is the minimum. The helmet measures 5.19:1.
  • CHEF!, GENERAL! and Luvzilla's earlier logos were hand-cropped one-offs. Each now has the same set, shown before and after.
  • Every icon was checked at 16 pixels against the site's dark background.
  • Delivered to LuvzillaGames.com, filling the empty icon and logo slots for the three crew feeds.
  • The CHEF! and GENERAL! brand decks now show the new logos on their covers, in the corner of every slide, and on a redesigned logo slide that also shows each icon at 64, 32 and 16 pixels.
One logo set for every brand, screenshotOne logo set for every brand, screenshotOne logo set for every brand, screenshotOne logo set for every brand, screenshotOne logo set for every brand, screenshotOne logo set for every brand, screenshotOne logo set for every brand, screenshotOne logo set for every brand, screenshotOne logo set for every brand, screenshotOne logo set for every brand, screenshotOne logo set for every brand, screenshot

Art Director app

  • A studio tool for image generation. Each art brief becomes a card: the reference images and the prompt copy with one click, and the generated images drop straight back in.
  • Every image is kept exactly as generated, next to a background-removed copy and measured checks — transparency, how close the main color is to the brand color, and whether an icon still reads at 16 px. Each piece is picked or rejected there; rejects are archived, never deleted.
  • A table shows which of the five template logo files each brand has so far.
  • Adapted from Sprite Manager's review gallery.
Art Director app, screenshot

Art Director and Sprite Manager join the devlog as sources

  • The devlog now syncs four projects, not two: CHEF!, GENERAL!, the Art Director and Sprite Manager each get a feed, a nav entry, a filter chip and a stats column. 112 posts.
  • The source registry (data/sources.json, formerly games.json) records each project's domain-qualified path and default visibility; every post now carries its project, its tags (own project first) and its effective visibility. A post whose source marks it internal is withheld from the published post store entirely.
  • Landing-page gates stay games-only for now; roles and apps get a gate once feeds are tagged.
Art Director and Sprite Manager join the devlog as sources, screenshotArt Director and Sprite Manager join the devlog as sources, screenshot

Also in: Art Director Sprite Manager

Wide Luvzilla Games lockup

  • The first studio logo that pairs the mascot with the wordmark side by side, for site headers, banners and social images. The existing full lockup is square and suits tall spaces.
  • Delivered to LuvzillaGames.com.
Wide Luvzilla Games lockup, screenshot

GENERAL! key art and portrait sheet

  • A battle between the blue Galea and red Ardus armies, for GENERAL!'s brand deck.
  • A portrait sheet covering all six unit types for both sides, which went to GENERAL! as the basis for its new unit portraits.
GENERAL! key art and portrait sheet, screenshot

Also in: GENERAL!

CHEF! key art

  • Two illustrations for CHEF!'s brand deck: the whole restaurant floor in the middle of service, and a closer view of the dining room with the kitchen behind it — warm lantern light, wooden furniture, cheerful staff.
CHEF! key art, screenshot

Also in: CHEF!

GENERAL!'s first logo

  • GENERAL! had no logo of its own before this. Now it has a crest, a wordmark and a combined lockup.
  • A plumed helmet crest and engraved metal lettering — grounded and martial, in muted gold rather than either army's color.
GENERAL!'s first logo, screenshot

Also in: GENERAL!

CHEF!'s first logo

  • CHEF! had no logo of its own before this. Now it has an icon, a wordmark and a combined lockup.
  • A chef's hat with a crossed spoon and fork, and round, warm terracotta lettering — cozy and orderly, like the game.
  • The icon labels CHEF!'s posts and feed on this devlog.
CHEF!'s first logo, screenshot

Also in: CHEF!

GENERAL!'s brand deck

  • An 8-slide brand and art reference deck for GENERAL!: overview, visual identity, sprite and concept reference, a current screenshot, logo treatment and key art.
  • Dark iron and gold: grounded and tactical, with the two armies' blue and red kept for the units.
GENERAL!'s brand deck, screenshot

Also in: GENERAL!

CHEF!'s brand deck

  • An 8-slide brand and art reference deck for CHEF!: overview, visual identity, sprite and concept reference, a current screenshot, logo treatment and key art.
  • Warm cream and terracotta, like the game itself: cozy and orderly, never gritty.
  • It shows CHEF!'s full furniture and fixture sheet — every table, chair, counter and kitchen appliance, from all four sides — to show the range of the game's art in one picture.
CHEF!'s brand deck, screenshot

Also in: CHEF!

GENERAL!'s art, before and after

  • Two comparisons added to GENERAL!'s brand deck, showing how far the game's art has come.
  • Unit portraits: the flat placeholder cards beside the new painted portraits, for three units across both armies — Galea swordsmen, Ardus heavy swordsmen in horned helms, and Ardus archers in wolf-pelt hoods.
  • The Galea swordsman at full height: the original small placeholder figure beside the painted character, side by side at the same scale.
GENERAL!'s art, before and after, screenshot

Also in: GENERAL!

Key art for CHEF! and GENERAL!

  • Four new illustrations, added to each game's brand deck.
  • CHEF!: the whole restaurant floor in the middle of service, and a closer view of the dining room with the kitchen behind it — warm lantern light, wooden furniture, cheerful staff.
  • GENERAL!: a battle between the blue Galea and red Ardus armies, and a portrait sheet covering all six unit types for both sides.
  • The portrait sheet went to GENERAL! as the basis for its new unit portraits.
Key art for CHEF! and GENERAL!, screenshot

First logos for CHEF! and GENERAL!

  • Neither game had a logo of its own before this; only the Luvzilla Games studio mascot existed.
  • Each game now has three matching pieces: an icon, a wordmark, and a combined lockup.
  • CHEF! has a chef's hat with a crossed spoon and fork, and round, warm terracotta lettering — cozy and orderly, like the game.
  • GENERAL! has a plumed helmet crest and engraved metal lettering — grounded and martial, in muted gold rather than either army's team color.
  • The icons label each game's posts and feed on this devlog.
First logos for CHEF! and GENERAL!, screenshot

Brand decks for CHEF! and GENERAL!

  • An 8-slide brand and art reference deck for each game: studio introduction, cover, overview, visual identity, sprite and concept reference, a current screenshot, logo treatment, and key art.
  • Each game keeps its own look: CHEF! is warm cream and terracotta, GENERAL! dark iron and gold. They should read as two different games from one studio.
  • CHEF!'s deck shows its full furniture and fixture sheet — every table, chair, counter and kitchen appliance, from all four sides — to show the range of the game's art in one picture.
Brand decks for CHEF! and GENERAL!, screenshot