Project Valhalla
01Cover
02The World
03Characters
04Palette
05Tech Specs
06Contact
Concept art generated with AI image tools.
Photorealistic mood reference only — not final pixel art.
Art Direction · Commission Brief · 2026
Project
Valhalla
A Viking raiding party.
A dying world.
The ash has not settled.
Character concept art
Concept art — mood reference, not final pixel art
Fjord environment concept art
The world is already
on fire.

Mainland Europe is being consumed by Ragnarök — not the future Ragnarök of prophecy, but something already happening. A slow, creeping fire from below. The ground cracks. Heat bleeds through stone. The sky is a bruise that never heals.

The Vikings are not here to witness the apocalypse. They are here to raid it.

The corruption is the world's new baseline. There is no clean land beneath it. The land is dead and cold on the surface, but something underneath is burning. Cracks in stone glow deep red. Snow carries a faint rust stain. Nothing warm survives here except the heat from below — and that heat is wrong.

Post-Ragnarök
Corrupted Europe
Viking Age
Hopeless Doom
Heat from Below
Exhausted.
Rune-driven.
Not stopping.

Two playable personas — Thor and Valkyrie archetypes. They are not heroic in posture. They are spent. Worn armour, dark circles, the stare of people who have been moving for too long.

What keeps them going is not willpower. It is the runic power bound into their bodies. The runes are the only warm thing about them.

Posture Tall and stoic — the runes hold their spine straight. Not triumphant. Not broken. Just still moving.
Palette Cold grey and blue-black — threaded with deep red rune-light at armour edges and weapons.
Enemies Further corrupted. Organic where they should be geometric. What the characters might become if the runes fail.
No gleaming armour
Everything is worn, cracked, stained
No triumphant poses
Weight and stillness — not action
No warm skin tones
They live in the cold palette
No blue rune glow
Runes are deep red — same source as the corruption
Character concept
A starting point,
not a final constraint.

The palette below is a directional proposal — not a locked spec. The world should feel cold, dead, and desaturated with heat bleeding through from below. How exactly that translates into pixel art colours is something we want to develop collaboratively with the right artist. If you have strong instincts here, we want to hear them.

Current thinking: two core hues — cold grey-blue for the dead world, deep red for the corruption and runes — plus bruised purple reserved for sky and atmosphere. The spread may need a warm neutral (bone, aged leather) to give character materials a distinct read from stone. That's an open question.

Blue-Black #1A1D24
Primary shadow, deep backgrounds
Ash #2E3138
Mid-tone stone, ground tiles
Cold Grey #4A4E57
Characters, structures, mid detail
Near-White #D6D8D0
Snow, highlights — never pure white
Bruised Purple #3D2B4A
Sky and atmosphere only
Deep Red #8B1A1A
Corruption base, rune shadows
Rune Glow #A83232
Active runes, corruption cracks
Ember #C0392B
Brightest accent — very sparingly
Cold and grey is the world. Deep red is what's wrong with it. Use the red like it costs something.

Note: the three reds are one hue at three brightness values, and the greys are similarly close. Whether this is the right spread — and whether a warm neutral is missing — is part of the conversation we want to have.
Pixel constraints.

Encounters are played on a semi-isometric hex grid. Characters are 2D portrait sprites placed on the field — always facing one of six compass directions.

Asset Dimensions
Viewport 320 × 192 px — scaled 4× to 1280 × 768 on screen.
Hex grid 12 × 12 tiles. ~13.5 tiles wide due to hex offset — design backgrounds to 14 wide to be safe.
Tiles 32 × 16 px isometric hex. Environmental objects (trees, cliffs, edge pieces) are separate assets on impassable tiles — single or multi-tile.
Backgrounds 320 × 192 px painted behind the tile grid. Freehand or tile-based.
Characters 32 × 48 px in a 64 × 64 frame. Frame provides animation headroom.
Enemies 32 × 32 px. Elites: 32 × 48 px. Can be smaller than spec. Bosses: bespoke, can span multiple tiles.
Facing dirs 6 total: N, NE, SE, S unique. NW mirrored from NE; SW mirrored from SE.
UI & Cards 1280 × 768 px native. Own visual layer — pixel art aesthetic at legible text fidelity.
Full-screen art 1280 × 768 px. Loading screens, splash, title. No pixel grid constraint — painterly work viable.

Concept art shown is photorealistic mood reference. The pixel art interpretation is part of what we're commissioning.

Sprite frame diagram

Sprite frame reference — character occupies 32×48 within the 64×64 animation frame.

Environment reference

Environment mood reference — standing monolith.

Fallen monolith
We're looking for someone who knows what to leave out.

The closest single reference is Sword & Sworcery — sparse pixels, restraint, darkness that implies more than it shows. If you've studied that game, or come from a similar tradition of deliberate limited-palette pixel art, you'll understand this direction immediately.

This is not high-detail painterly pixel art. It's atmosphere through constraint. The world is depleted — colour is a resource that's been burned away.

Express Interest
Reach out before committing to anything. Samples welcome. Strong opinions about the direction are a feature, not a problem.