Style books

Sources

All fetched 2026-10-01. Two sub-agents did the reading (their reports: notes/painted-meadows-research.md, notes/realtime-grass-research.md). WebFetch answers through a summarising model, so a quote here is a close paraphrase unless marked checked: those four I fetched again myself and the wording held. Blogspot pages were read through the r.jina.ai reader proxy, Ben Golus's Medium article through a translation proxy.

No image, page or frame was downloaded. Descriptions of published art marked observation in the README are from memory.

The game (read in full, a local file, 2026-10-01)

SourceTaken from it
docs/art-direction.mdthe two looks, the palettes, the paint pass's steps and numbers, the × 3 rule, the budget table
docs/flora.md, docs/trees.mdtoday's cards, drifts, atlas, the pipeline; camera-facing cards and the dithered hand-over on trees
docs/ground.md, docs/lighting.mdkinds of ground, the ground's detail, cloud shade, the single shadow tap, dusk's rule
docs/perf.md, docs/perf-review.mdpipelines and warm-up rules, the fill's budget hole, uPusher, the wasted vertices past the fade, fill times
docs/regions.md, src/world/grade.ts, src/world/look.tsthe six regions and Alvheim, the per-region pattern, the seam
src/world/grass.ts, grass-fill.ts, flora-cards.ts, flora-atlas.ts, flower-bushes.ts, flora-speckle.ts, wind.ts, tiles/meshes.ts, atmosphere.ts, engine/paint.ts, pipeline/flora/subjects.mjseverything in README section 1 and the structures the code in section 4 is written against
a local file (sheets, after/, atlas/), artdir/look2/sheets/how it looks today

Painted references

URLWhatTaken from it
https://www.linesandcolors.com/2008/01/26/amulet-the-stonekeeper/review of Amuletline on figures, backgrounds "more implied than realized"; detail in establishing panels
https://www.cbr.com/labyrinths-and-monsters-kibuishi-talks-amulet/Kibuishi interviewcolour schemes by the mood of a section
https://illustrationtuts.wordpress.com/2012/04/15/kazu-kibuishis-technique/repost of his Copper tutorialwork out from a midtone
https://fromthemixedupfiles.com/interview-with-kazu-kibuishi-author-of-amulet/interviewvalues first, then warm against cool
https://www.boltcityproductions.com/amuletBolt Citycolour team credits
https://serienett.no/serienett/bjornar-en-historie-fra-nordlys/Serienett review of NordlysFalch paints backgrounds, Holst inks figures; contours against painterly backgrounds
https://barnebokinstituttet.no/manedens_illustrator/malin-falch/Falch profilePhotoshop aiming at traditional technique; Disney and Ghibli
https://empirix.no/nordlys-malin-falch-intervju/Falch interviewown photo reference; Kittelsen, Bauer
https://empirix.no/anmeldelse-nordlys/reviewcolour and light
https://www.dagbladet.no/kultur/lovende-tegneserie-fra-lysende-talent/69571502reviewnational-romantic landscapes
https://www.flavorwire.com/464926/the-famous-artworks-that-inspired-15-filmsKeane on Fragonard (secondary)Tangled as a painting that moves
https://animatedviews.com/2010/tangled-an-interview-with-disney-designer-laurent-ben-mimoun/interviewsepia under-layer, opaque bright colour on top
https://disneyanimation.com/publications/art-directing-disneys-tangled-procedural-trees/Shek et al., SIGGRAPH 2010a canopy shell, then filled
https://culturemechanism.blogspot.com/2014/05/four-ways-rococo-made-its-way-into.htmlblog analysisdistant trees as swaths of colour
https://beforesandafters.com/2019/11/25/the-tech-behind-all-those-trees-in-frozen-2/Frozen II vegetationnested clumps, the Droplet placing tool
https://nerdist.com/article/frozen-ii-sleeping-beauty-disney-inspiration/Frozen II art directionnarrowed palette
https://www.awardsdaily.com/2019/09/30/lisa-keene-david-womersley-uncover-the-world-of-frozen-2/Lisa Keene"bring order to randomness"; silhouettes
https://d23.com/details-to-discover-in-frozen-2/Sean Jenkinsground cover cleared where characters are
https://history.siggraph.org/learning/modeling-animated-jumbo-floral-display-on-disneys-encanto-by-finley-erickson-mund-and-liu/SIGGRAPH 2022 abstractflowers as colour cells
https://d23.com/qa-inside-the-magical-world-of-the-art-of-encanto/Encanto artjewel tones
https://keyframemagazine.org/2023/12/12/wishing-on-stars/Wish (Odermatt, Kaur)less detail, not blur; selective line; clumped colour
https://beforesandafters.com/2023/11/22/its-actually-what-an-illustrator-wouldve-done/Wishthe far field as a washed card
https://blog.yiningkarlli.com/2023/11/wish.htmlYining Karl Licanopies lit as one form
https://thewaltdisneycompany.com/news/wish-disney-animation/Disneyline and paper texture
https://www.redsharknews.com/why-netflixs-arcane-looks-so-good-how-fortiche-ramped-up-the-animation-pipelineArcane (no named speaker)light painted into textures
https://80.lv/articles/arcane-artists-show-how-they-combine-traditional-art-3d-for-backgrounds/Arcanedetail where characters touch the set
https://www.cartoonbrew.com/feature-film/how-klaus-draws-on-centuries-old-artistic-principles-to-push-2d-animation-forward-182325.htmlKlaussimplify the shading; light in passes
https://animatedviews.com/2022/production-designer-matthias-lechner-attacks-the-sea-beast/ , https://www.matthiaslechner.com/the-sea-beast.htmlThe Sea Beastcontrolled gardens against wild nature
https://www.ludogavillet.com/wolfwalkers , https://www.almuredondo.com/wolfwalkersWolfwalkers artistswatercolour forest, lino-cut town; value structure; line disappearing
https://www.vfxvoice.com/cartoon-saloon-running-with-wolves-in-wolfwalkers/Moore, Stewartthe transition at the forest's edge
https://beforesandafters.com/2020/12/16/wolfwalkers-and-the-art-of-staging-shots/ , https://awardsradar.com/2021/03/04/interview-wolfwalkers-artists-on-creating-magic-between-the-lines/Wolfwalkersscribbly forest layouts; muted town, passionate forest
https://gurneyjourney.blogspot.com/2012/07/part-1-foliage-painting-tools.html , /2015/12/foliage-is-lightest-at-its-outer-edges.html , /2007/09/reverse-atmospheric-perspective.html , /2021/11/tips-for-dappled-light.htmlJames Gurneybig shapes first; lightest at the outer edges; distance
https://gurneyjourney.blogspot.com/2012/01/orchestrating-cloud-shadows.htmlJames Gurney, checkedthe two cloud-shadow schemes
https://www.mitchalbala.com/value-divisions-in-landscape/Carlson's value planesfour values in a landscape
https://drawpaintacademy.com/grass/ , https://drawpaintacademy.com/ground/Dan Scottcompressed values in grass; stroke direction
https://www.outdoorpainter.com/7-tips-for-painting-wildflowers-and-grasses/ , https://kemstudios.blogspot.com/2016/11/a-tip-for-painting-wildflowers-in-meadow.htmlKaren Margulisflowers as masses; "polka dot meadows"

Real-time grass

URLWhatTaken from it
https://gdcvault.com/play/1027033/Advanced-Graphics-Summit-Procedural-GrassWohllaib, GDC 2021 (abstract only; the talk is members-only)blades generated per blade on the GPU
https://tigerabrodi.blog/what-we-can-learn-from-grass-in-ghost-of-tsushima-renderswrite-up of that talk, checked83 000 blades, 2.5 ms, 15 and 7 vertices, far tiles twice as big
https://github.com/cainrademan/Unity-Grassreimplementationvoronoi clumps with shared parameters, scrolling noise wind, normals
https://www.gamedeveloper.com/design/using-vorticles-to-simulate-wind-in-i-ghost-of-tsushima-i-Rockenbeckconstant direction, strength varied by moving noise shows as gusts; petals as particles
https://github.com/simondevyoutube/Quick_Grass , its grass-component.js and shadersSimonDev, three.js; the vertex shader checked3 072 blades a patch, 14 and 4 vertices, push by smoothstep(2.5, 1.0, dist), normals mixed to up with distance, opaque
https://github.com/2Retr0/GodotGrassGodotwind texture, cellular clumps, two meshes
https://zeldamods.org/wiki/Grass.extm , https://zeldamods.org/wiki/TerrainBotW, data-minedheight and colour a grid point; colour matches the ground
https://www.resetera.com/threads/zelda-breath-of-the-wild-the-technical-analysis.8197/page-4 , https://forums.unrealengine.com/t/botw-grass-style/437647community observationnear polygons, far shading
https://smythdesign.com/blog/stylized-grass-webgl/James Smyth, three.js5-vertex blades, scrolling cloud texture
https://danielilett.com/2021-08-24-tut5-17-stylised-grass/ , https://roystan.net/articles/grass-shader/ , https://www.cyanilux.com/tutorials/gpu-instanced-grass-breakdown/tutorialsthe stylised recipe: normals up or the terrain's, two colours, a wind texture
https://80.lv/articles/meadows-creating-stylized-nature-in-ue4David Hollandlarge-scale colour variation; flowers as painted cut-outs
https://github.com/GarrettGunnell/GrassAcerolachunked buffers, chunk LOD
https://aleksandargjoreski.dev/blog/growing-my-grass-shader/ , https://github.com/hieudeptrai196/grassTSL grassthinning with distance; gust layers; author's numbers, untested
https://80.lv/articles/horizon-zero-dawn-interview-with-the-teamGuerrillaalpha test in a depth-only pass first
https://www.gamedeveloper.com/marketing/how-shedworks-refined-the-art-of-sable-in-pursuit-of-readabilitySable, GDC 2022fog, outline fading with distance
https://caseymuratori.com/blog_0013The Witnessblue-noise placement with varying radius
https://gamedev.center/tutorial-how-to-make-an-interactive-grass-shader-in-unity/ , https://godotshaders.com/shader/stylized-grass-with-wind-and-deformation/ , https://www.karthikchandran.com/project/grass-project/interactionone uniform; a radius; a render target
https://developer.apple.com/videos/play/wwdc2020/10602/Apple, checkedhidden surface removal; draw order opaque, alpha test, translucent
https://developer.apple.com/videos/play/wwdc2020/10603/ , https://developer.apple.com/forums/thread/85318Appleoverdraw; discard
https://docs.imgtec.com/starter-guides/powervr-architecture/html/topics/rules/do-not-use-discard.htmlImaginationavoid discard
https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f (read through a translation proxy)Ben Golusalpha sharpened by fwidth; coverage in mips
https://hexaquo.at/pages/grass-rendering-series-part-4-level-of-detail-tricks-for-infinite-plains-of-grass-in-godot/Godot seriesthe ground stand-in beyond the blades; darker from above
http://3dworldgen.blogspot.com/2015/05/infinite-fields-of-grass.html3DWorldfewer, wider blades with distance; blades sink
https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language , https://threejs.org/docs/pages/TSL.htmlthree.jsvarying, vertexStage, vertex texture reads, instanced attributes
https://en.wikipedia.org/wiki/IPad_(A16) , https://www.notebookcheck.com/Apple-A16-GPU-5-Core-Grafikkarte-Benchmarks-und-Spezifikationen.652743.0.htmlthe device4-core GPU, 2360 × 1640, 6 GB

Could not be confirmed

  • How Kibuishi or Falch paint grass, fields or flowers: no statement of theirs found (his process videos gave no transcript; her interviews at Empirix, Barnebokinstituttet, NRK and Dagsavisen do not cover it).
  • Any craft source on grass or meadows for Tangled, Encanto, Arcane, Klaus or The Sea Beast; a look talk for Frozen II's vegetation.
  • Wohllaib's talk itself, the Horizon Zero Dawn slides and the God of War slides (members-only or too large to fetch): Ghost of Tsushima's numbers rest on two write-ups; "blades are replaced by a terrain texture far off" appeared in a search snippet only.
  • Official material on Breath of the Wild's grass rendering (the CEDEC 2017 reports found cover other topics).
  • Anything technical on Genshin Impact, Tears of the Kingdom, Ori, Kena or Tunic grass.
  • A shipped game's source for brightening grass in a gust.
  • A measurement of grass on an Apple mobile GPU or in Safari's WebGPU, or of opaque blades against alpha-tested cards on Apple hardware.
  • The game's own grass GPU time: never measured; the 0.1 ms on the M3 in the README is inferred from two lines in docs/lighting.md.
  • Krea 2 as the Mac runs it: offline. The card blocks ran on Venice's hosted krea-v2-large instead.
  • That setDrawRange limits every instance's indices on three 0.186's WebGPU backend, and that cloudShade in the grass's colorNode runs per fragment today: both read from the code's shape, not from a run.