Faceted geometry. Flat-shaded surfaces. A crystalline design language inspired by triangulated meshes, early 3D rendering, and modern geometric illustration.
Each face of a low-poly mesh catches light at a different angle, producing a stepped gradient of values rather than smooth shading. This palette captures that progression from deep shadow to bright peak, complemented by warm accent hues that recall the glow of a virtual sun.
Geometric sans-serifs echo the polygonal construction of low-poly meshes. Exo 2 brings angular character shapes for display text, while Rajdhani provides clean readability at body sizes. Space Mono handles data and code with precision.
An 8px base grid keeps geometry aligned, like vertices snapping to a coordinate grid. Each step doubles or halves the previous, creating a predictable rhythm.
Form controls use subtle angular clip-paths on their edges. Diamond checkboxes and hexagonal radio buttons reinforce the geometric vocabulary of the system.
Cards are clipped into faceted silhouettes. Their visuals use layered linear gradients to simulate the flat-shaded faces of a triangulated surface.
Procedurally generate low-poly mountain terrain with configurable peak height, ridge density, and erosion parameters.
A library of 24 low-poly animal meshes optimized for real-time rendering with hand-painted vertex colors.
Animated low-poly water surface with vertex displacement, refraction, and flat-shaded wave crests.
Reduce polygon count while preserving silhouette edges and UV islands.
Recompute face normals for consistent flat shading across merged meshes.
Automatic UV unwrapping optimized for low-poly models with minimal stretching.
Alert icons use triangular clip-paths as warning beacons. A bold left border provides the color signal while the message area stays readable against the card surface.
Compact indicators clipped into angular silhouettes. Used for status, categories, and metadata tagging throughout the interface.
The core philosophy behind this design system, drawn from the geometry and rendering techniques of low-poly 3D art.
Embrace discrete faces over smooth gradients. Each surface should read as an independent plane catching light at its own angle, never blurred.
Every polygon must earn its place. Reduce complexity until only the essential silhouette remains. Fewer faces, more impact.
Corners are never rounded. Edges are sharp, deliberate, and geometric. The rhythm of angles creates visual energy across the layout.
Use stepped value changes rather than drop shadows to convey depth. Light and dark faces on the same element create a sense of volume.
Preformatted code uses the monospace font with syntax highlighting drawn from the facet palette. Blocks are subtly clipped at the corners.
Inline code uses a tinted background: mesh.triangulate() or --facet-dark: #1a1e2e.