Phone Games Art Requests
Every piece of art the four Games-folder games still need, with sizes, framing and palette rules. 2026-10-01.
| Game | Status | Needed from you |
|---|---|---|
| Odd One Out | Built; ship plate installed | 12 suspect portraits, the crew-at-window layer, optional icon |
| Red Flag | Built with code-drawn halftone | 4 halftone illustration layers for the designed look, optional icon |
| Coordinate Drop | Built; all art generated in code | Nothing to ship; optional true-pixel-art sheets, backdrops and icon |
| Split Decision | Not built | Choose a direction first (see the end), then 5 kinds of plates |
Rules for every deliverable
- Art only. No text, numbers, expressions, buttons, status bars or UI chrome painted in. The app draws all of that live. This is why the current masters can serve as design reference only.
- PNG, sRGB. Use a transparent background for any layer that sits over another, and an opaque one for plates.
- Sizes are @3x pixels. A 390 pt-wide screen is 1170 px. Larger is fine at the same aspect ratio, but smaller is not.
- Clean edges. No white margins or slivers, no rounded corners and no drop-shadow frames. Icons are full-bleed squares, and iOS rounds them.
- Banned colors:
- amber
#E8A33D, and anything golden or orange-tan near it - the warm brown-black
#221D14; cool navy darks are fine - small red-orange dots that could pass for the Live Wire
#E4574Cnotification badge
- amber
- People are teenagers drawn as people. No crewmate shapes, no visor blobs and nothing borrowed from Among Us.
- Drop location:
Image-Assets/Phone-Games/<Game>/clean/with the exact filenames below. I wire them in from there.
Odd One Out
OOO-1 · Suspect portraits ×12 Blocking
In the redesigned mockups every tile is a suspect's face, with the expression on a dark band across the bottom of it. The pack's 8 portraits match that design but can't ship. They're 160×120 px (1×), several have white slivers along the edges, and portraits 4 and 8 are cropped to half a face. Twelve portraits give enough variety that a run of four-tile rounds rarely repeats a face.
| Files | ooo_portrait_01.png … ooo_portrait_12.png |
|---|---|
| Size | 480×360 px, opaque (the tile is 160×120 pt) |
| Framing | Head and shoulders, with the face centered left to right. Eyes sit about 33% down from the top, and the chin no lower than 60%. The bottom 38% is quiet (dark clothing and background), because the expression band covers it. |
| Background | A navy gradient from #18213D to #0B0F1E, with a soft cool rim light from upper left. All twelve share the same background. |
| Expression | Neutral to curious, the same energy on all twelve. Any of them could be the impostor, so no one looks guilty or smug. |
| Cast | Varied teenagers (the existing 8 are a good start: keep their style). Mixed skin tones, hair, glasses, headphones and caps. |
| Palette | Skin tones are natural and exempt from the check. Hair and clothing stay cool or neutral: ash or platinum instead of golden blonde, and no orange, gold or amber clothing, headphones or caps. Red hair is fine if it's deep auburn rather than orange. |
Portrait of a teenager, head and shoulders, anime-influenced cel shading like a modern mobile game, face centered, eyes one third from the top, calm curious expression, cool blue rim light from upper left, plain navy gradient background (#18213D to #0B0F1E), dark hoodie or jacket filling the lower third, no text, no frame, no border, 4:3 landscape, 480x360
OOO-2 · Crew at the window Blocking
The title and results screens show the teens from behind, looking out of the ship's window. The ship plate you sent is installed; this is the layer that sits on top of it.
| Files | ooo_crew_title.png (4 teens), ooo_crew_results.png (3 teens) |
|---|---|
| Size | 1170×1100 px, transparent background |
| Framing | Seen from behind, shoulders and heads, anchored to the bottom edge and filling the width. The tallest head reaches about 55% up the layer. The window's planet shows above and between them. |
| Lighting | Lit cool to match the graded plate: steel blue and moonlight, with the planet's blue glow on hair and shoulders. Warm interior light would be graded away. |
| Cast | The same teens as the portraits, so they read as the crew. |
Four teenagers seen from behind, shoulders and heads only, standing side by side at a spaceship window looking at a blue planet, anime-influenced cel shading, cool blue moonlit lighting with blue rim light on hair, dark hoodies and jackets, isolated on a transparent background, figures anchored to the bottom edge, 1170x1100, no text
OOO-3 · Icon Optional
The current code-drawn icon follows the reconciled spec: four tiles with one tilted out and outlined in ink, and no red. Your pack icon adds face silhouettes on the tiles. If you want that version, send it clean.
| File | ooo_icon_1024.png |
|---|---|
| Size | 1024×1024 px, full-bleed square: no rounded corners, no border, no white margin |
| Content | Four tiles on #0B0F1E, one tilted out of line with an #EAF0FF glow, and no red. It must still read at 40 px. |
Already handled in code
The tile frame, the crack, the spin-out, the Innocent eject, the clock ring, the +2s and −4s popups and all type are drawn live. The ship plate is installed, graded cool. You don't need to send the pack's frame sequences again.
Red Flag
RF-1 to RF-4 · Halftone illustration layers For the designed look
The game ships today with a halftone hill and clouds drawn in code, which are simpler than your painted sheets. These four layers bring the sheets' look in. Each is black halftone ink on a transparent background; the white field is drawn by the app.
| RF-1 | rf_title_hero.png, 1170×1350. A hand gripping a black flagpole, with the red flag mid-snap and black motion ticks. Used on the title screen. |
|---|---|
| RF-2 | rf_hill.png, 1170×900. A rocky hill with pines and the red flag planted on top. Used behind the play and results screens. |
| RF-3 | rf_clouds.png, 1170×600. A halftone cloud band, ink only. Sits behind the hill. |
| RF-4 | rf_foreground.png, 1170×500. Foreground rocks and pines along the bottom edge. |
| Palette | Pure black #000000 ink, the flag in #D7142C and nothing else. No greys tinted warm, and no yellow anywhere. |
Black halftone dot illustration in a bold propaganda-poster style, [subject], pure black ink only with a single flat red #D7142C flag, isolated on a transparent background, crisp dots, no grey wash, no text, 1170 px wide
RF-5 · Icon Optional
The code-drawn icon reads at 40 px. If you prefer your painted one, send rf_icon_1024.png: a full-bleed square with no rounded corners or white margin. Its "FLAG" ink must be pure black.
Coordinate Drop
Complete Every tile, sprite, impact, glyph and the icon are generated by tools/phone-games/coordinate_drop_sprites.py, palette-locked and checked by the color check. Nothing is needed to ship. Everything below is optional, for when you want your own art in place of mine.
The one hard requirement: true pixel art
Your concept sheets can't be sliced because they are soft renders at roughly 4×. Their edges blur, colors drift from the palette and there's no real pixel grid. Any replacement has to be drawn on the grid, in Aseprite or a similar editor, or by a generator that outputs real pixel art.
- Deliver at 1×: one art pixel is one image pixel. The app scales it up by 2 with hard edges. Don't send it pre-scaled.
- Use solid colors only: no anti-aliasing, soft shading, blur or partial transparency. Every pixel is either fully opaque or fully clear.
- Use only the palette below (and a few extra shades of the same hues), and keep amber and golden tones out.
- The import check, which I'll write when the art arrives, works like this:
- A 1× file is used as-is and never resized. It must have the exact size listed below, every pixel must be fully opaque or fully clear, and every color must come from the palette.
- A file delivered larger must be an exact whole-number multiple, such as 4× (64×64 for a 16×16 tile). The importer shrinks it to 1× by keeping one pixel from each block, then enlarges that back with hard edges. If the result isn't identical to what you sent, the file isn't on a clean grid, and it's rejected with the first mismatched pixel named.
Palette: sky #1B1F4A to #2E3A7A, stars #DDE3FF; grass #4CAF3E and #2F7D2A; dirt #7A4B2A and #5A3520; stone #5B5F6B and #41444D; caves #12163E; meteor core #FFF6E0, trail #FF5A1F to #C8310F; marker #4FE3F0 with outline #0B0D3C.
CD-1 · Tile and sprite sheets Optional
These are drop-in replacements for the generated sheets. They must use the same filenames, sizes and frame order, because the game slices them by position. Frames run left to right, and every tile is 16×16.
cd_sky.png | 80×16: 5 sky bands, lowest (lightest) on the left. No stars; the app scatters those. |
|---|---|
cd_cloud.png | 48×16: 3 clouds, opaque, painted over the top sky band #1B1F4A |
cd_island.png | 48×64: a 12-tile floating-island set in a 3×4 grid. Rows 1–3 are the grass top, dirt middle and stone underside, each with a left, center and right tile. Row 4 holds a narrow top, a narrow bottom and hanging vines. |
cd_grass.png | 96×16: 4 grass-over-dirt tiles, then a left edge and a right edge |
cd_dirt.png / cd_stone.png | 96×16 each: 6 variants that tile seamlessly in any order |
cd_cave.png | 240×16, 15 tiles in this order:
|
cd_meteor.png | 64×16: 4 frames. The head points down-left with the trail up-right. A white core with no closed orange ring. |
cd_particle.png | 16×4: 4 trail particles, each 4×4 |
cd_skyburst.png + cd_skyburst_mark.png | 256×32 (8 frames, frame 1 is contact) plus a 32×32 ring that stays where the burst hit. Ice blue and white, no yellow. |
cd_crater.png + cd_crater_mark.png + cd_debris.png | 384×24 (8 frames of 48×24, with the surface line 9 px up from the bottom), a 32×16 scorch mark, and 32×8 (4 chunks of 8×8) |
cd_digburst.png + cd_shaft.png + cd_shaft_mark.png | 256×32 (8 frames), 32×16 (2 shaft tiles that stack vertically), and a 16×16 darkened shaft tile |
cd_reticle.png / cd_marker.png | 16×16 white ring with a center dot (never a crosshair), and an 8×8 cyan diamond |
CD-2 · Title and results backdrops Optional
The title and results screens currently reuse the board tiles. A painted pixel scene would match your title master: floating islands with vines, clouds, a big meteor streaking top right, and the ground strata with crystal caves at the bottom.
| Files | cd_backdrop_title.png, cd_backdrop_results.png |
|---|---|
| Size | 195×422 px at 1×. The app shows it at 2 pt per pixel, filling 390×844. Keep the top 60 px quiet for the status bar, and the bands where the title and buttons sit clear of busy detail: the title between rows 120 and 200, the buttons between rows 250 and 330. |
| Content | Art only, with no title text or buttons. The meteor head is white-cored. |
CD-3 · Icon Optional
cd_icon_64.png, 64×64 px of true pixel art that the app scales by 16 to 1024. It shows a meteor diving at a strip of grass, dirt and stone, with an island and a faint axis line. The meteor head stays white with the trail streaming off it, so it reads as a comet rather than a red dot at 40 px. Full-bleed, with no rounded corners.
Split Decision
Choose a direction first Decision
Two packs are staged, and each needs different plates:
- Split-Decision ("reigns"). Crowned courtiers on red and blue cards in a castle hall, with a parchment question card. It matches the spec's mechanics: swipe left or right, the run ends on the first miss, and the score is cards cleared.
- Split Decision-ALT (signposts). A forest trail with left and right signs. It carries a score with a ×2 multiplier and a 4/10 count, which contradict the spec (cards cleared, no clock, no multiplier).
Both conflict with the palette rule and the original spec in places:
- The reigns pack's gold crowns and gold card-back trim sit near amber. Silver or rose-gold crowns would clear it.
- The original spec's pink
#FF2E88and cyan#00C2FFcards with white faces aren't in either pack. - Space Grotesk now belongs to Odd One Out, so Split Decision needs another OFL face.
Once you pick a direction, the needs follow the Odd One Out pattern:
- a clean backdrop plate
- character art for each side, without text
- a blank card face and a card back
- a full-bleed icon
I'll spec those exactly then.
Decisions for you
- Portrait skin tones: I recommend exempting skin from the color check. Natural skin tones sit near amber, and grading them cool makes people look ill. Hair and clothing stay under the rule.
- Odd One Out icon: keep the code-drawn tiles, or use your version with face silhouettes.
- Split Decision: the reigns or signpost direction, crown color and its typeface.