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.