Nothing herewas made fora thumbnail.
25 pieces from across the catalogue — Bassline Mars, BAAL, Strings of Fortune — hung in the order they were made. The renders behind them run to 235.1 MB and 6,320 pixels on the long edge. The masters in front of them total 30.0 MB — the heaviest files on this site, and the only ones we are glad to make you download.
Open any piece to see it at master tier — up to 4,096 pixels on the long edge. Arrow keys walk the room; Escape puts you back where you were standing.
Shown whole, or not shown.
20 of the 25 are cut-outs on transparency, so every piece is mounted on a plinth and contained rather than cropped square to fill a card. The crop is not how the work was drawn. Each placard carries the source resolution and both weights — what the render cost, and what this page delivers.
Bassline Mars, key art
01Title card · 3D render · composited · 2026
SOURCE 1920 × 1080 / 2.8 MB → DELIVERED 789 KB
The single frame the whole title has to survive being judged by. Everything downstream — palette, rig geometry, the exact magenta of the tube light — is derived from this image rather than the other way round.
Soundclash, stage
02Bonus round environment · 3D render · alpha cut-out · 5504 × 3072 master
SOURCE 5504 × 3072 / 16.9 MB → DELIVERED 2.1 MB
Two rigs, two colour temperatures, one wall. The composition is split down the centre so the round can light either half without redrawing the set — a staging decision made in the render, not in code.
Strobe wild
03Wild symbol · 3D render · 6320 × 4240 master
SOURCE 6320 × 4240 / 32.9 MB → DELIVERED 2.2 MB
A face cast in Martian regolith, split by a waveform that reads as both a mouth and a signal. It has to stay legible at 96 pixels on a phone, which is why the silhouette carries the idea and the detail is a reward for looking closer.
The Drop, rig
04Bonus round environment · 3D render · alpha cut-out · 2026
SOURCE 5504 × 3072 / 13.6 MB → DELIVERED 2.1 MB
The stack has already failed. Trusses buckle inward, a weld throws sparks, and the neon keeps running because nobody has cut the power. The round is twelve spins long; the set had to look like it would not survive them.
Cracked press
05High-pay symbol · 3D render · 4096 × 4096 master
SOURCE 4096 × 4096 / 19.6 MB → DELIVERED 2.2 MB
A record with a bite taken out of it and heat still in the wound. Symbols are the most-viewed art in any slot and the least often given real attention; this one was lit as though it were a product shot.
Lockdown, gate
06Bonus round environment · 3D render · alpha cut-out · 2026
SOURCE 5504 × 3072 / 13.4 MB → DELIVERED 1.7 MB
Chain, padlock, barrier, warning beacon. A survival round needs a set that reads as a countdown before a single number appears on screen.
Transport controls
07Interface · 3D render · 5056 × 3392 master
SOURCE 5056 × 3392 / 17.6 MB → DELIVERED 1.6 MB
Play and stop, machined from the same parts as the rest of the world. A fingerprint is left on one of them. Interface elements are where most slots stop caring; it is the cheapest place to signal that this one does.
Amp stack and engineer
08Production still · 3D render · 6320 × 4240 master
SOURCE 6320 × 4240 / 23.4 MB → DELIVERED 1.6 MB
Not a game asset. A scale study made to answer one question — how big is a stack, really — and kept because it settled the argument for every set that followed.
Locked flight case
09Prop · 3D render · 5056 × 3392 master
SOURCE 5056 × 3392 / 14.9 MB → DELIVERED 1.4 MB
Two padlocks, a torn strap, a grille venting something. Props are built to the same standard as symbols so the world holds together when the camera moves.
Rig hauler
10Scenery, animated · 3D render · alpha cut-out · Spine-rigged
SOURCE 5056 × 3392 / 12.0 MB → DELIVERED 1.7 MB
A tracked truck carrying two cabinets and a cable drum across the background. It exists purely to make the horizon feel inhabited, which is the entire argument for building it.
Base game, stage
11Primary environment · 3D render · alpha cut-out · 2026
SOURCE 5504 × 3072 / 12.6 MB → DELIVERED 1.9 MB
The frame the player spends almost the whole session inside. Deliberately the quietest set in the game, so that every bonus environment reads as an escalation.
Strobe housing
12Wild symbol, alternate · 3D render · 4096 × 4096 master
SOURCE 4096 × 4096 / 9.4 MB → DELIVERED 1.7 MB
Industrial casing, taped cabling, tally marks scratched into the paint. The tallies appear on nearly every object in the game — a small piece of world-building that costs nothing and implies a decade of use.
Bassline Mars, wordmark
13Identity · 3D render · alpha cut-out
SOURCE 2560 × 1716 / 5.2 MB → DELIVERED 1.0 MB
Neon tube over rusted marquee steel, with a rocket, two moons and a dog wearing goggles. Restraint is not the brief for a game logo.
M, monogram
14Identity, launch badge · 3D render · alpha cut-out
SOURCE 2560 × 1716 / 4.0 MB → DELIVERED 718 KB
The wordmark reduced to a single letter that still has to carry the title at 64 pixels in a lobby grid.
Scout drone
15Scenery, animated · 3D render · alpha cut-out · Spine-rigged
SOURCE 5056 × 3392 / 5.4 MB → DELIVERED 820 KB
Small, quiet, and on a loop long enough that a player will never see it repeat inside one session.
Comms relay
16Scenery, animated · 3D render · alpha cut-out · Spine-rigged
SOURCE 5056 × 3392 / 4.6 MB → DELIVERED 719 KB
A hovering repeater that drifts through the skyline between spins.
The altar
17Primary environment · 3D render · alpha cut-out · 2026
SOURCE 1535 × 1024 / 1.7 MB → DELIVERED 532 KB
Black stone, rune-lit pylons, chains that hold nothing back. The set the reels stand on, built to survive being stared at for a session.
BAAL, wordmark
18Identity · 3D render · alpha cut-out
SOURCE 1495 × 701 / 1.0 MB → DELIVERED 387 KB
Four letters of cracked basalt with the lava still moving inside them, horned at both ends. A logo that reads as a threat at 64 pixels.
Black mass, rose window
19Feature intro plate · 3D render · alpha cut-out
SOURCE 1523 × 969 / 2.3 MB → DELIVERED 729 KB
A gothic rose window burning from inside its own tracery, framed in chained basalt. The plate that announces a feature before a single reel moves.
Full board, wilds
20In-game capture · Development build · 2026
SOURCE 3100 × 2538 / 14.2 MB → DELIVERED 2.2 MB
Twenty-five wilds and the demon lord watching them land. Captured from the running build, not composed in a paint package.
The golden theatre
21Primary environment · 3D render · 2026
SOURCE 1600 × 686 / 1.8 MB → DELIVERED 421 KB
Comedy and tragedy in gilt above a stage that has seen better centuries. The proscenium the whole game plays inside.
The Puppeteer
22Character · 3D render · alpha cut-out
SOURCE 1086 × 1448 / 1.1 MB → DELIVERED 335 KB
Top hat, cracked porcelain smile, a control bar in each gloved hand. The master of the theatre, and of every multiplier in it.
The theatre, Epic
23Bonus environment · 3D render · 2026
SOURCE 1600 × 686 / 1.9 MB → DELIVERED 460 KB
The same stage with the house lights down and the show at full tilt — the room the fifth scatter opens.
Strings of Fortune, wordmark
24Identity · 3D render · alpha cut-out
SOURCE 1600 × 900 / 1.7 MB → DELIVERED 532 KB
Cracked gold on crimson, hung from its own strings. The title is a marionette too.
Royal Ace Group, crest
25Studio identity · 3D render · alpha cut-out · 2026
SOURCE 891 × 1254 / 1.1 MB → DELIVERED 288 KB
Onyx spade, platinum RA monogram, a crown set with three marquise sapphires and a single blue neon inlay tracing the contour. The mark every title carries into a lobby.
Three tiers, and one search per image.
Every exhibit is encoded three times from the original render, never from another encode. The thumb tier caps the long edge at 640 pixels, the display tier at 1,600, the master at 4,096. Nothing is ever enlarged to meet a cap: the key art’s source is 1,920 pixels wide, so its master is 1,920 pixels wide.
The master is the tier that matters, and it is the one a fixed quality setting ruins. WebP’s size-to-quality curve depends entirely on the image — a flat alpha cut-out and a fully lit scene behave nothing alike — so one setting across a catalogue leaves half the files bloated and the other half starved. Encoder quality is binary-searched per image instead: up to eight probes between 60 and 100, aiming at a 2–3 MB band. Where quality 100 still lands under the band, the search stops there and keeps it. You cannot add detail the render did not contain.
640 px
q72, fixed
25 files · 1.0 MB
Rails, tiles, nav previews.
1,600 px
q82, fixed
25 files · 4.6 MB
What every page renders by default.
4,096 px
q91–100, searched
25 files · 30.0 MB
The Vault viewer, and nowhere else.
| Exhibit | Source | Master | Quality |
|---|---|---|---|
| Strobe wild | 6320 × 4240 · 32.9 MB | 4096 px · 2.2 MB | q99 |
| Cracked press | 4096 × 4096 · 19.6 MB | 4096 px · 2.2 MB | q91 |
| The Drop, rig | 5504 × 3072 · 13.6 MB | 4096 px · 2.1 MB | q99 |
| Amp stack and engineer | 6320 × 4240 · 23.4 MB | 4096 px · 1.6 MB | q100 |
| Comms relay | 5056 × 3392 · 4.6 MB | 4096 px · 719 KB | q100 |
The two rows that landed on q100 are the ones the search could not push into the band: at maximum quality they still came in under 2 MB, so they were kept exactly as they were. Nothing is ever encoded worse in order to make a file heavier. The master tier sits at 4,096 pixels for the same reason — at a shorter edge these images compressed under the band anyway, and the resolution would have been given up for nothing. The band is met by keeping pixels, not by spending quality.
Every piece here ships in a game.
None of this was made for a gallery. Each exhibit is a working asset — a symbol that has to read at 96 pixels, a set that has to sit behind five reels, a wordmark that has to survive a lobby grid. The Vault is only the last place they are shown at the size they were built.
