Art Bibles

Styles / burnish-brawl

Burnish Brawl

A top-down party brawl in a city at night, where powers erupt as flat pink, mint and magenta geometric fire

anime top-down brawler party game flat colour cel-shaded geometric fx neon streetwear night city

A top-down party brawl where every hit lands like a poster. Sharp streetwear-anime characters fight across a city at night, seen from high above: rooftops, basketball courts, parking lots and fire escapes. When they use their powers the screen erupts in fire that isn't really fire: flat pink, mint and magenta shards, triangles and squares that crack across the arena and vanish. Everything is flat colour, even the 3D, with shadows tinted violet or teal rather than grey, and the menus are black with loud sticker-cut badges. It feels like a Trigger film playing out on a party-game board: readable enough to play with seven friends, and over the top enough that nobody forgets the round.

Touchstones

Where the vibe comes from. Click a picture to see it large; pick one or two and say what you took.

BAPBAP: rooftop fight at nightBAPBAP: basketball court arenaBAPBAP: sticker-badge lobby menuBAPBAP key art

BAPBAP (Maison Bap, early access March 2025, 1.0 August 2025)

the top-down roguelike party brawler this style starts from. Take the high arena camera over chunky, low-detail night-city blocks, angular streetwear-anime characters (white hair, tracksuits, masks, a goldfish in a mech, ramen with legs) that read from far above, neon VFX trails, and near-black menus with punk sticker badges and tarot-like augment cards.

More: Steam ↗
Promare: Lio's armour against pinkPromare: shards and triangles in violetPromare: mech in a storm of cubesPromare: Lio and Galo over Promepolis

Promare (Studio Trigger, 2019; dir. Hiroyuki Imaishi, designs Shigeto Koyama, CG by Sanzigen)

flat colour in both the drawn and the 3D parts, blended so each matched the other. Koyama didn't want "cloudy" colour; the Burnish fire is pink, green and purple so it is obviously not ordinary flame, simplified and alive, riffed from a flame gradient in concept work by Pixar's Grant Alexander. The art director's geometric habit gave it triangle flames, square lens flares and cubic ice. Take the colour, the geometry and the shadows tinted lilac and teal.

More: Trigger on the film (Anime Herald) ↗
New Panty & Stocking (Trigger, 2025)Panty & Stocking with Garterbelt (2010)

Panty & Stocking with Garterbelt (Gainax, 2010; dir. Hiroyuki Imaishi)

the cartoon taste Imaishi wanted Promare to share: flat fills, thick graphic shapes and Western-cartoon proportions pushed to the limit. Take the confidence to simplify a character to a few bold shapes and colours.

More: the 2025 series (Otaku USA) ↗
Spider-Verse: an alley flooded pink and violetSpider-Verse: the collider, with a comic sound effect

Spider-Man: Into the Spider-Verse (Sony Pictures Animation, 2018)

Imaishi's example of a film that kept the look of its image boards all the way to the screen. Take 3D that is graded and drawn over until it reads as an illustration, and colour that swings whole frames to pink or violet when the moment calls for it.

More: production design (Cartoon Brew) ↗
Sōtatsu, Wind God and Thunder GodSōtatsu, the thunder god (left screen)

Tawaraya Sōtatsu, Wind God and Thunder God screens (early 17th century)

the painting Koyama showed for Mad Burnish's Gueira and Meis. Two gods tumbling through empty gold, drawn with total economy. Take the mythic register, the flat ground and the way two figures can fill a whole field.

More: Wikimedia Commons ↗
Two firemen holding the standards of their companiesHikeshi hanten, 19th century (Honolulu Museum of Art)

Edo firefighters (machi-bikeshi): matoi standards and hanten coats (18th–19th century)

the brigades whose crest standards and quilted, dyed coats Galo's matoi and gear nod to. Take heroic rescue iconography, bold crests that identify a crew at a glance, and dragons and waves hidden inside the coat.

More: the print (Library of Congress) ↗
Persona 5 Royal: Palace dialoguePersona 5 Royal: calendar and dialogue UI

Persona 5 (Atlus, 2016; Royal 2019)

black, white and one hot red, with every menu and speech bubble cut out at an angle like a ransom note. Bapbap's sticker lobby reads as kin to it (our reading; Maison Bap hasn't named its influences). Take UI with attitude: tilted cards, cut-out panels and type that shouts.

More: Steam ↗
Jet Set Radio: Shibuya-choJet Set Radio: a night street from above

Jet Set Radio (Smilebit/Sega, 2000)

the cel-shaded city as a playground for street kids, with graffiti, bold outlines and hand-drawn number fonts. Like Persona, our reading of Bapbap rather than a stated influence. Take street culture as the hero's world, and a city that is fun to look down on.

More: Steam ↗

The core

Keep these. Everything else is open.

  1. 1
    Flat colour, even in 3D No cloudy gradients or grey murk: a light colour, a shadow colour and maybe a highlight, with shadows tinted (violet, teal, lilac) rather than darkened.
  2. 2
    Fire is geometry Powers and effects are triangles, squares, cubes and shards in colours real fire never is (pink, mint, magenta). They appear, crack and vanish; they don't smoke.
  3. 3
    Poster silhouettes Angular streetwear-anime characters who read from a high camera by shape and one or two signature colours alone.
  4. 4
    Dark stage, loud play The world and the UI sit low and dark so the characters and their powers do the shouting.
  5. 5
    Everything at maximum Hits, finishers and pick-ups land like title cards: freeze frames, giant type, whole-screen colour swings.

Dials

Pick a position on each on purpose, and try a different one next time. Set them in the brief builder.

Camera

High top-down arena (BAPBAP)Low cinematic, side-on and posed (Promare)

Line

Lineless, shapes onlyColoured line art / black ink outline (Panty & Stocking, Jet Set Radio)

World

Grimy night city of alleys and rooftopsCandy-pastel future city by day (Promepolis)

Heat

Burnish pink and magenta flameFreeze Force cyan ice cubes

Register

Street and contemporary (tracksuits, vending machines)Edo folklore and gods (Sōtatsu, fire brigades)

FX density

One clean shape per hitScreen-filling shard storms

Directions to try

  • Rooftop Burnish BAPBAP's arena camera at night with Promare's pink triangle fire as the only real light; the city stays dark indigo until someone uses a power.
  • Freeze vs Flare two teams, cubic cyan ice against triangular pink flame, so the geometry tells you whose side an effect is on before its colour does.
  • Matoi brigade a rescue crew in crested hanten coats, each player's crest on a standard; putting fires out is the party game.
  • Wind and thunder bosses Sōtatsu's gods as flat bosses on an empty gold arena, drawn in a few strokes.
  • Sticker HQ the meta-game as tilted, sticker-cut cards over a black hideout, in the manner of Persona 5 and BAPBAP's lobby.
  • Promepolis by day the same fights in Promare's pastel city, lilac and mint, with the pink fire turned up against it.

Traps

  • Realistic fire, smoke and soft particle glow; it stops being Burnish and becomes generic fantasy VFX.
  • Grey or black shading and physically-based materials that turn the flat colour muddy ("cloudy colour").
  • Detail that doesn't read from the gameplay camera: characters must work as silhouettes first.
  • Neon everywhere; if the world is as loud as the powers, nothing stands out.
  • Tracing Promare or BAPBAP's characters; take the rules, not the designs.

Palette

Click a swatch to copy its hex. Variants list only the roles they change; the rest keep the starting colour.

Starting palette

the style's own palette

ink on background 15.6:1 AAink on surface 12.2:1 AA

Promepolis day

suggested: lilac, mint and candy pink by daylight, shadows in plum (Promare's city)

ink on background 7.3:1 AAink on surface 10.8:1 AA

Freeze Force

suggested: cubic cyan ice on deep navy, with pink kept only for the enemy (Promare's Freeze Force)

ink on background 15.6:1 AAink on surface 12.1:1 AA

Sticker HQ

suggested: menus as black with white sticker cut-outs and one hot colour (BAPBAP's lobby, Persona 5)

ink on background 21.0:1 AAink on surface 17.6:1 AA

Wind and thunder

suggested: two gods on an empty gold ground, ink-black and malachite green (Sōtatsu's screens)

ink on background 7.4:1 AAink on surface 10.7:1 AA

tokens.json holds a night palette of violet-indigo with Burnish pink, flame mint and a pale flare yellow, and teal shadows taken from Promare, with variants for Promepolis by day, a Freeze Force ice palette, a black sticker HQ for menus and a gold-ground wind-and-thunder palette. Type is a heavy Japanese-style display face for title cards and a sturdy rounded sans for UI. These are suggestions.

Type

The samples are editable: type your own words to try the faces.

displayDela Gothic One 400 · 56pxImpact, sans-serif

Burnish Brawl

bodyRubik 500 · 16pxsans-serif

A top-down party brawl where every hit lands like a poster. Sharp streetwear-anime characters fight across a city at night, seen from high above: rooftops, basketball courts, parking lots and fire escapes.

Sound

synth fire whoosh glass shard shatter ice cube crunch sticker slap on menu select siren and matoi bell hyperpop or metal drop on a finisher stadium-sized vocal anthem party lobby chatter

Seen in

Nothing yet.

Brief builder

Set the dials and pick a direction, then copy the brief into a prompt for Claude or a note for a teammate. Your choices stay in this browser.

Dials
Camera
High top-down arena (BAPBAP)Low cinematic, side-on and posed (Promare)
Line
Lineless, shapes onlyColoured line art / black ink outline (Panty & Stocking, Jet Set Radio)
World
Grimy night city of alleys and rooftopsCandy-pastel future city by day (Promepolis)
Heat
Burnish pink and magenta flameFreeze Force cyan ice cubes
Register
Street and contemporary (tracksuits, vending machines)Edo folklore and gods (Sōtatsu, fire brigades)
FX density
One clean shape per hitScreen-filling shard storms
Touchstones to draw on