GymBoy Visual Style Guide
GymBoy — Visual Style Guide (GBA RPG Aesthetic)
Complete visual identity directive for gymboy.coach. The entire design language is built on the Game Boy Advance RPG pixel art tradition — the "Golden Era" of 2D art. Every screen, component, icon, illustration, animation, and UI element must feel like it belongs in a GBA-era RPG. This is not a skin or a theme; it is the foundational design language for the entire product.
Core Visual Constraints
- Resolution: All pixel art authored at native GBA-equivalent resolution (240x160 reference frames), scaled up using integer scaling only (4x, 5x, 6x).
- Interpolation: Nearest Neighbor mandatory — no bilinear, bicubic, or smoothing.
- Color space: 15-bit RGB constraint. Vibrant, saturated, warm. Roughly 16 colors per palette bank per sprite/component. Over-saturate slightly to match original GBA style.
- Outlines: Colored outline technique — 1px at native resolution, dark saturated shade of adjacent fill color. Never pure black (#000000).
- Grid: 8x8 pixel tile grid for world-building, backgrounds, and environmental art. Character sprites at 16x16, 16x32, or 32x32.
Color Palette
| Role | Color Family | Notes | |------|-------------|-------| | Primary brand | Bold red-orange | Energy, action, hero color | | Secondary | Deep teal / ocean blue | Rest, recovery, stat screens | | Accent / XP / Gold | Warm gold-yellow | Achievements, level-ups, highlights | | Health / Success | Lush green | Progress bars, completion states | | Backgrounds | Warm cream, soft tan, pale sky blue | Never pure white — slightly tinted and warm | | Text and outlines | Dark navy, deep maroon, dark forest | Context-dependent, matched to adjacent fill | | Error / Warning | Muted red, amber | Alert states, still within the palette | | Skin tones | Full range, 4-5 tones min | Avatar palette swaps, inclusive |
GymBoy-Specific Design Mapping
- User Avatar → Hero Sprite: GBA-style sprite sheet with idle, walking, and action poses. Palette swapping for skin, outfit, and hair variations. Classic "breathing bounce" idle animation.
- Workouts → Quests: Quest cards styled as GBA RPG menu items. Active workouts as quest log with GBA menu cursor checkboxes. Quest Complete animation on workout finish.
- Exercises → Abilities / Skills: 16x16 icon sprites per exercise. GBA-style tabbed menus by type (Strength, Cardio, Flexibility).
- Progress → RPG Stats: Character stat sheet layout. HP/MP-style gradient progress bars for Strength, Endurance, Flexibility, Consistency.
- Achievements → Loot / Items: 16x16 and 32x32 inventory item sprites in a GBA RPG item grid. Locked achievements as silhouettes.
- Navigation → Overworld Map: Pixel art landscape map with location nodes for Dashboard, Workouts, Progress, Profile, Settings. Avatar walks or hops between locations.
- Onboarding → Tutorial Intro: NPC coach delivers text in classic GBA dialogue box with letter-by-letter typewriter reveal and portrait sprite.
Typography
Pixel fonts only throughout. Recommended: Silver, ChevyRay collection, or Press Start 2P for headers. No anti-aliasing. image-rendering: pixelated applied globally. Dialogue text uses letter-by-letter typewriter reveal.
Animation Principles
GBA-era philosophy: fewer frames, more impact. Idle: 2-4 frames. Action: keyframe impact with exaggerated squash-and-stretch (study Fire Emblem critical hits). UI transitions: hard cuts or 2-frame slides. Particle effects as 2x2 or 4x4 pixel squares.
HD-2D Enhancement Option
For premium/cinematic sections: keep GBA-fidelity sprites, add dynamic lighting with soft shadows and bloom, apply tilt-shift depth-of-field blur. Reference: Octopath Traveler, Sea of Stars.
Technical Requirements
- Asset creation in Aseprite, exported as PNG with transparency
- Master palette file committed to repo (Lospec GBA/JRPG reference)
- CSS:
image-rendering: pixelated; image-rendering: crisp-edges;on all pixel art - Pixel fonts:
font-smooth: never; -webkit-font-smoothing: none; - Game interactions via Canvas API, PixiJS, or Phaser if needed (lightweight)
Non-Negotiable Rules
- All pixel art uses Nearest Neighbor scaling — no exceptions
- No pure black outlines — use dark contextual colors
- All assets authored at native low resolution, scaled by integer factors
- One master color palette file in repo — all assets pull from it
- Pixel fonts only — no anti-aliased system fonts
- Everything snaps to 8px base grid at native resolution
- Animations are short, punchy, keyframe-driven — no floaty CSS transitions
- Mood: warm, bright, energetic, optimistic — like stepping into a GBA RPG on a sunny day
- Performance non-negotiable — assets are tiny, site must be fast
- Every screen must feel like it belongs in the same GBA cartridge
Reference Games
Golden Sun (world maps, environmental art), Fire Emblem GBA (UI menus, portraits, animations), Zelda: Minish Cap (clean outlines, bright palette), Pokémon RSE (overworld navigation, palette swapping), FFTA (isometric tiles, job UI), Stardew Valley (modern GBA-style appeal), Sea of Stars (HD-2D lighting on pixel art).
Provenance: Extracted from npp-extracted/new 60@2026-03-18_020941 — GymBoy Visual Style Guide authored 2026-03-18. Full GBA RPG aesthetic directive covering resolution constraints, color palette, design mapping, typography, animation, HD-2D enhancement, technical pipeline, and asset checklist.