# Production artwork

The game uses **16 WebP artwork assets**, plus an original SVG leaf favicon. The WebP files are genuine images used at runtime, not unused concept art.

`thorn`, `puff`, `frost`, and `sun` are plant/magic defenses extracted from generated hand-painted Bramblewatch concept artwork. `mossling`, `runner`, `brute`, `wisp`, `boar`, `oldroot`, and `village` are similarly extracted illustrated sprites. `beetle.webp` is the internally named, desaturated Ironhide sprite; the in-game enemy is called **Ironhide**, not a beetle. Transparent silhouette masks remove most surrounding scene material. A few painted ground/shadow details are intentionally retained.

`logo.webp` is the extracted Bramblewatch title illustration. Its former scenic sky and menu surroundings have been removed. **All menu buttons are real HTML controls**, not non-interactive text baked into the background.

`garden`, `autumn`, and `moon` use generated scenic paintings from the earlier Lantern Pop production sheet, with regional color treatment, to keep a shared CrownByte woodland style. The battlefield's route, subtle terrain strokes, foliage accents, particles, and upgrade markers are drawn by code over the illustrated setting.

Characters animate through sprite movement, hop/recoil, flipping, projectiles, and localized particle effects. They are not multi-frame skeletal character models. Tower tiers use the same core illustration with visible growth, rings, markers, and glow; all source art remains replaceable.

There are no external font files, pixel-art tilesets, downloadable music tracks, CDN asset dependencies, or third-party asset-pack dependencies in the playable game. Music and effects are synthesized by `Soundscape` in `src/game.js`.
