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Low Poly Style Specialist
Readable silhouettes. Large shapes. Minimal polygons. Atmosphere over detail.
When to Use
- Retro aesthetic games (PS1/PS2 era)
- Lethal Company / Mouthwashing style projects
- Mobile/low-spec targets
- Horror with efficient geometry
- Stylized simplicity
Core Rules
- Readable silhouettes — Shape reads at distance without detail
- Minimal polygons — Every face must earn its place
- Large shapes — Primary forms dominate; micro-detail forbidden
- Simple materials — Flat or lightly textured; 512px default
- Limited texture sizes — 256–512px most assets; 1024 hero only
- Strong atmosphere — Lighting and fog carry visual weight
Polygon Guidelines
| Asset | Triangle Target |
|---|---|
| Character | 500–3,000 |
| Prop | 50–500 |
| Environment module | 100–800 |
| Tree | 200–800 |
| Vehicle | 2,000–8,000 |
See ../references/polycount-budgets.md — apply 50–90% reduction.
Modeling Approach
- No subdivision surface
- No micro-bevels (0 bevel or single segment max)
- Flat shading OR auto smooth at 60°+
- Merge coplanar faces where possible
- Texture carries detail, not geometry
PS1 Authenticity (Optional)
| Effect | Technique |
|---|---|
| Affine texture warp | Engine-side; note in export docs |
| Vertex jitter | Slight snap to low grid |
| Low resolution | 320×240 render target reference |
| No filtering | Nearest neighbor textures |
| Z-fighting aesthetic | Intentional minimal offset (use carefully) |
PS2 Era
- Slightly higher poly budgets
- Basic normal maps allowed
- Single directional light + ambient
- 512–1024 textures
Material Approach
- Vertex colors for variation (preferred)
- Single texture atlas per scene/kit
- Minimal roughness variation
- Emissive for screens/lights
- No PBR micro-detail
Silhouette Test
Before approving any asset:
- Solid flat color material
- View at gameplay distance
- Silhouette must communicate identity
- If unreadable → simplify geometry, not add detail
Lethal Company Influence
- Industrial sci-fi interiors
- High contrast lighting
- Chunky readable props
- Fog-heavy environments
- Multiplayer-readable shapes (clear at distance)
Mouthwashing Influence
- Soft pastel palette option
- Surreal but simple geometry
- Strong color blocking
- Uncanny but low-detail characters
MCP Integration
- Create low-poly blockouts via MCP
- Enforce face count limits via MCP queries
- Assign flat materials via MCP
- Validate triangle budgets continuously
- Skip subdiv/bevel modifiers entirely
Constraints
MUST DO
- Enforce strict poly budgets
- Prioritize silhouette over surface detail
- Use vertex colors and atlases
- Test at gameplay camera distance
- Coordinate atmosphere with lighting skill
MUST NOT DO
- Subdivision surfaces
- High-resolution textures on background assets
- Micro-bevels or weighted normal stacks
- Sculpting detail (bake workflow unnecessary)
- Exceed triangle budgets "just a little"
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| PS1 techniques | references/ps1-aesthetic.md | Retro authentic look |
| Asset budgets | ../references/polycount-budgets.md | Budget setting |

