Gummy Galaxy concept art
This page collects a round of concept art for Gummy Galaxy, drawn as if it were a game with Orion as one of its worlds. It's a study. The worlds, emblems, and directions here are proposals to react to, and none of them are decisions yet.
The art was made locally: 3D renders in Blender's Cycles and EEVEE, 2D pieces as hand-written SVG captured with Playwright, and print and pixel treatments in Pillow and ImageMagick. The sources can draw every piece again.
Material: translucent gummy
The marks started as flat SVG shapes under a lighting filter. They read as molded plastic. A ray-marched shader that lets light pass through the candy, deepens the color where it's thick, and glows at the edges read as gummy. The material test put the three side by side. The translucent look won, with each mark kept to about two flavors and lit by the same scene as its background.




Blender carried the same material into full scenes, and the same marks were rendered in clay, plush, glass, and hard candy to compare.











Worlds
The galaxy is a handful of worlds in one orbit. Each world is a flavor and a place, and it leaves one emblem behind that stands for an idea in Orion.
| World | Flavor | Emblem | Stands for in Orion |
|---|---|---|---|
| Swirlheart | Lemon, peach, cherry | Spiral sun | Home |
| Ringwell | Blueberry, sky | Ringed planet | Groups |
| Gumdrop Highlands | Green apple | Gumdrop | Ready work |
| Noodle Reach | Grape, licorice | Linked loops | Dependencies |
| Cotton Shoals | Cotton candy | Cloud | Notes |
| Taffy Belt | Six flavors | Wrapped candy | Inbox |
| Geode Moon | Rock candy | Rock-candy crystal | Done |
- Swirlheart is where every run starts: a candy town under the chewy spiral sun.
- Ringwell is a jelly ocean under a ring you could walk on. A group is a ring around its work.
- Gumdrop Highlands is sugar-dusted hills that are always ripe. What grows here can start now.
- Noodle Reach is floating islands tied together by sagging licorice bridges. Nothing goes anywhere without crossing a link.
- Cotton Shoals is soft cloud islands where thoughts drift and pile up.
- Taffy Belt is an asteroid belt of wrapped candy drifting in from everywhere, sorted by miners into worlds.
- Geode Moon is a quiet moon where finished work crystallizes and glows.








The worlds were also pushed through a 300 px pixel canvas to see whether they hold up as a retro game.


Emblems
Each emblem works as a glossy medal in its world's flavor, as a one-color mark at small sizes, and as a gummy you could pick up.








Companion
The companion's proportions come from CompanionStar.tsx: a four-point star 182 tall and 104 wide with a 66 core, and two side stars at about 0.45 scale on sagging tethers. The model sheet tries nine expressions with poses. The other pieces try the companion as a card, a spec, merch, signage, and a toy.










Game feel
The game references are the GameCube and Wii era: Super Monkey Ball's floating courses, the console's channel menu, and WarioWare's four-second microgames. Each piece maps a game idea onto something Orion already does.
- The floating course puts the companion in a clear gummy ball, with wrapped candies for bananas and gumdrop bumpers. A second version runs it through a 480p, 16-bit framebuffer with ordered dither and bloom.
- The channel menu shows the worlds as channels, plus the Focus Music prototype and a shop.
- The microgames turn Orion actions into commands: link two cards, sort the inbox, finish a card, unwrap what just arrived.
- The side-scroller mock puts Gumdrop Highlands on platforms, with ready cards as collectibles and links as the bridges between them.






Kitbash
To try directions quickly, some scenes are bashed together from free CC0 kits, with the gummy marks placed on top. The kit pieces are a base for exploring scale, composition, and light. Art that ships would replace them.
- Poly Haven scans and HDRIs bring photoreal food, rocks, plants, and props.
- KayKit kits by Kay Lousberg bring stylized buildings, hex tiles, and a space base. Their materials are shifted toward candy, or redrawn with a stepped toon ramp and ink lines.
Every standing piece is dropped onto the surface under it with downward rays, so nothing sinks into bumpy ground.








Key art
Posters and packaging try the galaxy in borrowed print styles: mid-century gouache, art deco travel posters, woodblock prints, and a candy wrapper.




Sources
Everything above can be drawn again from docs/development/design/gummy-galaxy-sources/. Downloaded assets and renders are ignored by git.
blender/gummy_scene.pybuilds the gummy marks, the companion, and the diorama, and renders them in a style and on a background. With--save, it writes the built scene to a.blendinstead, whichkitbash.pyreads fromblender/library/.blender/kitbash.pybuilds the kitbash and game scenes from the downloaded kits and the saved marks.blender/batch.sh,blender/emblems-batch.sh, andblender/kitbatch.shrender the sets one at a time. They pause while macOS reports a thermal warning, or while the battery is under 30% and unplugged.gallery/companion.py,gallery/worlds.py, andgallery/era.pywrite the SVG pieces as HTML pages.gallery/blair-poster.html,gallery/wrapper.html, andgallery/storybook.htmlare written by hand.gallery/treat.pyapplies the film finish, riso separation, pixel art, and 480p framebuffer passes.gallery/build_gallery.pyfinishes every piece intogallery/site/, a browsable gallery page.prototypes/holds the earlier HTML studies: the design shelf, the SVG marks, the material test, and the ray-marched gummies.tools/fetch_polyhaven.pyandtools/fetch_kaykit.pydownload the CC0 assets intoassets/.
The scenes need Blender 3.4, since the scripts use its Principled BSDF input names. The treatments need Python with Pillow and NumPy, plus ImageMagick for the Kuwahara pass.
cd docs/development/design/gummy-galaxy-sources
npm install
npx playwright install chromium
python3 -m venv .venv
.venv/bin/pip install pillow numpy
python3 tools/fetch_kaykit.py
python3 tools/fetch_polyhaven.py model strawberry_chocolate_cake carrot_cake croissant lemon food_lychee_01 food_kiwi_01 wooden_cutting_board tea_set_01 moon_rock_01 moon_rock_02 moon_rock_03 moon_rock_04 moon_rock_05 boulder_01 flower_gazania shrub_01 garden_gnome
python3 tools/fetch_polyhaven.py hdri studio_small_09 the_sky_is_on_fire satara_night kloppenheim_06_puresky christmas_photo_studio_01Save the marks the kitbash scenes use, then render:
for shot in companion companion-happy gumdrop emblem-gumdrop emblem-knot emblem-candy emblem-crystal emblem-cloud emblem-spiral emblem-ring orrery; do /Applications/Blender.app/Contents/MacOS/Blender -b -P blender/gummy_scene.py -- --shot $shot --style gummy --palette full --save $PWD/blender/library/$shot.blend; done
zsh blender/batch.sh
zsh blender/emblems-batch.sh
zsh blender/kitbatch.shDraw the 2D pieces, capture them, and build the gallery:
cd gallery
python3 companion.py
python3 worlds.py
python3 era.py
for page in *.html; do [[ $page == index.src.html ]] || node ../shot-poster.mjs $PWD/$page $PWD/${page%.html}.png; done
../.venv/bin/python build_gallery.pybuild_gallery.py expects the treated frames next to the kitbash renders: ../.venv/bin/python treat.py gc ../blender/kit-renders/monkeyball.png ../blender/kit-renders/monkeyball-gc.png for the 480p pass, and magick ../blender/kit-renders/hollow.png -kuwahara 5 -modulate 100,112 ../blender/kit-renders/hollow-paint.png for the painted one. The riso and pixel variants come from treat.py riso and treat.py pixel, for example treat.py riso storybook.png storybook-riso.png pink-teal and treat.py pixel platformer.png px-platformer.png 320.
