Building Leyborn Idle: First Base Asset Set
What We Did
This week I finished drawing the first complete set of base item icons for Leyborn Idle. These serve as the visual foundation for all future equipment, materials, and tools.
The set includes:
- Core armor pieces (helmet, chestplate, gloves, pants, boots)
- Tools (pickaxe, smithing hammer)
- Materials (ore, ingot)
- UI elements (mining icon, XP icon)
Each icon was hand-drawn from scratch, designed to read clearly at small sizes while staying consistent in style and proportion. The art direction is intentionally minimal and front-facing. Practical for both UI clarity and reusability across material tiers.
Why It Matters
- Unified visual language: Having a single consistent base set grounds the entire game visually and makes new content faster to create.
- Production efficiency: One set of assets can represent every material type once the tinting system is implemented.
- Scalable art pipeline: This establishes the base layer for the tint and shader system that’ll dynamically recolor assets for each material tier (Copper, Iron, Silver, Gold, etc.).
- Visual identity: The simple, bold shapes strike a balance between readability and charm. Essential for an idle game where clarity comes first.
Next Steps
- Implement a tint system to dynamically recolor base assets per material type.
- Integrate the tinted variants into the crafting and equipment UIs.
- Prepare for the next base set weapons and jewelry once tinting is finalized.