# Breach illustrated asset kit

Original Nines models authored locally in Blender for this project: bevelled brick, armoured casing, explosive block, multiball block, wormhole block, slow-ball block, safety-net block and paddle. No external models, textures or animal assets are used.

Source: `assets/breach/arcade.blend`.
Reproducible authoring: `scripts/build-breach-arcade.py`.
Runtime export: `public/breach/arcade.glb`.

The illustrated preview uses an original, local Web Audio sound-effects mix: damped tones and filtered noise for paddle, armour, destruction, explosion, split and loss cues. Each wall has an independent original score: “Homeward” (Briarwood, 128 BPM), “Coiled Path” (Serpent Pass, 112 BPM), “Threads in the Dark” (Silkweb, 96 BPM), “Sunscorch Run” (Sunscorch, 138 BPM), “Stonewatch Bells” (Stonewatch, 84 BPM), and “Cinder Crown” (Cinder Keep, 152 BPM). The scores have distinct melodies, chord progressions, rhythms and lead instruments. `scripts/render-breach-gameplay-score.py` renders 32-bar stereo 48 kHz masters; the game plays the MP3 exports in `public/audio/breach-{briarwood,serpent-pass,silkweb,sunscorch,stonewatch,cinder-keep}.mp3`. All instruments are synthesized locally. No external recordings or borrowed game melodies are bundled.

Ember, the rescue hatchling, is an original native Blender sculpture authored with `scripts/build-breach-ember.py`. The model has a continuous rounded head and body, glossy plum eyes, tiny peach-membrane wings, soft horns, hugging paws, a curled tail and a hollow broken eggshell. Editable source and portrait studio: `assets/breach/ember.blend`; posed geometry: `public/breach/creatures/ember.glb`; transparent Cycles master: `ember.png`. The game uses the 768 × 768 `ember.webp` portrait in Scruff’s thought bubble and reunion, so the model adds no live 3D rendering cost. Rebuild with `blender --background --factory-startup --python scripts/build-breach-ember.py`, then convert the PNG with Sharp at WebP quality 92. The earlier Three.js hatchling and `hatchlings.png` are retained as unused source history. No third-party creature artwork is used.

Levels 1–4 are original native Blender models authored with `scripts/build-breach-first-gates.py`, sharing the guardians' sculpting helpers and portrait lighting. Briarwood has a jointed stone arch, oak planks, iron hinges and thorn vines; Serpent Pass has a continuous coiled body, flared scaled hood and ventral shields; Silkweb has eight articulated legs, inset amber eyes and curved fangs; Sunscorch has dorsal armour, articulated pincers and a segmented, raised stinger. Editable models and studios are in `assets/breach/first-gates.blend`; GLBs and transparent Cycles portraits are in `public/breach/creatures/`. Rebuild all four with `blender --background --factory-startup --python scripts/build-breach-first-gates.py`. The game uses these creature portraits for introductions and journey thumbnails. Gameplay targets use separate material blocks.

Briarwood loads `brambles.webp`, a 768 × 768 WebP with lossless transparency, instead of the PNG master. Rebuild it after rendering with `node -e 'require("sharp")("public/breach/creatures/brambles.png").webp({quality:85,effort:6,alphaQuality:100}).toFile("public/breach/creatures/brambles.webp")'`.

Stonewatch’s gargoyle and Cinder Keep’s dragon are original native Blender assets, authored with `scripts/build-breach-guardians.py`. Each has a unified remeshed body, curved horns, articulated paws and scalloped wing membranes. The gargoyle is a crouched, weathered stone sentinel on a carved cornice; the dragon has amber eyes, ventral armour, broad leather wings and a sweeping tail. Both models and their portrait studios are editable in `assets/breach/guardians.blend`; posed GLB exports and transparent Cycles portraits are in `public/breach/creatures/`. Rebuild with `blender --background --factory-startup --python scripts/build-breach-guardians.py`. The game loads the portraits, so the detailed model geometry adds no gameplay rendering cost.

The six brick relief emblems are original Blender models authored with `scripts/build-breach-emblems.py`. The shared runtime model and matching transparent fallback renders are in `public/breach/emblems/`. The ivory reliefs and ink rims match the original power-up kit; large story portraits keep their separate character sculptures.

All six locations have original vector scenery in `public/breach/scenery/`: Briarwood’s vine-wrapped gateway, Serpent Pass’s jungle cliffs and rope bridge, Silkweb’s crystal cavern, Sunscorch’s dunes and sandstone ruins, Stonewatch’s moonlit tower, and Cinder Keep’s thorn-covered fortress. Both renderers show the artwork at full opacity on a warm cream playfield. Opaque ivory character tiles and crisp outlines separate the targets from the scenery; the introduction and journey cards also use warm ivory with fully visible character colors.

Serpent Pass gameplay uses a separate original Blender model of three overlapping jade scutes, with a pale ventral edge and brass armour bindings. Source: `assets/breach/serpent-block.blend`; shared shape and palette: `assets/breach/serpent-block.json`; rebuild: `scripts/build-breach-serpent-block.py`; runtime: `public/breach/serpent-block.glb`. The Canvas fallback and help legend share the same broad scale shapes.
