Porcelain, copper, camellia
Three materials that define the look of NULL EDEN, and the rules that keep them readable in combat.

The visual language of NULL EDEN rests on three materials.
Porcelain for the androids and the monumental architecture: pale, slightly warm, cracked where time has reached it. Copper and brass for the working machinery: lungs, pumps, acoustic horns. And flowers, which appear where nothing was meant to grow.

The heroine’s camellia sits beside one eye. It is small on purpose. In a 3/4 camera, at a fraction of the screen height, she still has to read as herself.
Readability first
A few rules we keep while the art grows:
- Emission in the dark is weak and explains interaction, it never floods the scene.
- Enemy attacks are amber. The heroine’s response is cold blue.
- Enemies, heroine and floor are separated by tone before any detail is added.

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