# Work-Death Balance — loading screen and favicon The game is named **Work-Death Balance** in the menu, native window, HTML title, description and loading screen. **MatGames** remains the studio signature. The stock Godot boot splash is replaced by the existing nerd-zombie mascot on black. This applies to both surfaces: - the browser loading screen: the exported `index.png` referenced by `` in the HTML shell, drawn over `#status`; - native startup: `application/boot_splash/image` in `project.godot`. ## Asset `assets/branding/boot_splash.png`, 1024x1315, palette PNG with alpha (256 colors, antialiased alpha), about 174 KB. Subject: cartoon zombie head and bust, bald scalp with a sparse hair fringe on the sides, thick nerd glasses, unsettling grin, thumbs up, with **Work-Death Balance** in the VT323 phosphor-terminal typeface and the subtitle `MatGames — "...because he was bored..."` beneath it. Provenance is recorded in `tools/branding/manifest.json`: - mascot: generated with `agy_generate` (Antigravity direct API, model `gemini-3.1-flash-image`) on 2026-10-11 from no third-party source material; the provider terms do not claim ownership of the output. A second AI pass (`agy_edit`) kept the face, grin, thumbs-up hand, shirt, pose and flat background and changed only the hair to a bald scalp with a side fringe, then a third pass added thick nerd glasses while keeping the face, grin, hand, shirt, pose and flat background. All files and their SHA256 are kept in `tools/branding/raw/` and the chain is recorded under `mascot_provenance`. Note that an image generator does not emit real alpha, so the flat magenta background is keyed out locally; - lettering: drawn by script, not by the generator, because generated text is unreliable. Font `tools/branding/fonts/VT323-Regular.ttf`, glyphs of the DEC VT320 terminal, licensed **SIL Open Font License 1.1** (license text kept next to it in `OFL.txt`, downloaded from the `google/fonts` repository). OFL permits embedding and redistribution, including commercially, as long as the font is not sold on its own. SHA256 `cf4de751ada78ceac033dbe16a687742939995b77bc2a052ae17a4957958594d`. Only the final splash/icon PNGs live under `assets/`, so the raw source and the font are not packed into the export (`tools/*` is already excluded by the export preset). ## Composition and keying `tools/make_boot_splash.py`: 1. measures the background color from the four corners (here 250,4,247); 2. builds an anti-aliased mask by distance from that color (transparent below 55, opaque above 130) and runs a small median filter; 3. removes magenta spill by subtracting `min(r, b) - g`, which does not harm the pink tongue or the blue shirt because their red and blue are not both above green; 4. crops to the subject, applies a 50 px fade at the bottom to soften the frame cut of the generated bust, and scales to 1024 px wide with 40 px side padding; 5. draws the title with VT323 in amber over a blurred glow layer, plus an optional second line. Defaults are `Work-Death Balance` and the subtitle `MatGames — "...because he was bored..."`; `--title`, `--subtitle` (empty to omit) and `--subtitle-height` change them. A 30 px `--bottom-padding` band is left under the text so the shell progress bar does not cross the lettering; 6. quantizes to 256 colors (no dither) and writes the PNG plus the manifest; 7. invokes `tools/make_favicon.py` with the already keyed original 1024×1024 mascot. A head-only polygon excludes the hand and bust, then draws the face inside a dark rounded badge with an amber outline. No new AI generation or second chroma key. The 512×512 RGBA master is `assets/branding/work_death_icon.png`; a 32×32 review preview is kept in `tools/branding/favicon_preview_32.png`. Provenance and SHA256 are recorded under `favicon` in the same manifest. ```sh python3 tools/make_boot_splash.py tools/branding/raw/agy_edit_20261011000309_0.jpg \ --provenance tools/branding/raw/agy_generate_20261010234423_0.jpg \ --provenance tools/branding/raw/agy_edit_20261010235510_0.jpg ``` `--colors 0` keeps 32-bit RGBA if a future artwork needs smoother gradients. ## Godot settings ```ini config/name="Work-Death Balance" config/icon="res://assets/branding/work_death_icon.png" boot_splash/bg_color=Color(0, 0, 0, 1) boot_splash/image="res://assets/branding/boot_splash.png" boot_splash/show_image=true boot_splash/use_filter=true ``` The default stretch behavior is kept, so the image is scaled preserving its aspect ratio; the exported shell confirms the result with the classes `show-image--true fullsize--true use-filter--true` and `#status` background `#000000`. ## Verification - Exported `index.png` has the same 1024×1315 dimensions as the master. Godot re-encodes palette images to RGBA, so bytes need not match the source PNG. - Web preset `html/export_icon=true` uses the project icon through Godot's official exporter. It creates `index.icon.png` (512×512) and `index.apple-touch-icon.png` (180×180) with the corresponding HTML links. No generated HTML patch or default Godot favicon remains; both files are included in the immutable release/hash check. Firefox's runtime favicon is a generated blob URL; decoded pixels were compared with the exported PNG and match exactly (zero mean/max difference). - The exported shell contains no "Game engine" text and the splash image has an empty `alt`. - The legacy URL `/pub/zombie-fps/`, score API and `zombie_fps_*` localStorage keys intentionally remain unchanged to preserve bookmarks and browser identity. - Native `user://` moves with the project name. `player_profile.gd` imports the old sibling `Zombie Room FPS/zombie_fps_profile.cfg` only when the new profile is absent, never modifies the source and never replaces an existing new profile. Name, ID, best score and name-lock flag are retained; migration has isolated tests. The actual local migration was also verified byte-identical, old file unchanged. - On a phone in landscape the splash is scaled to fit the height, so the mascot appears fairly small; a landscape variant (mascot beside the title) would fill more of the screen if that is wanted. - `test_rebalance_branding.gd` checks title, icon, export setting and exact damage values; `test_player_profile.gd` includes five non-destructive migration checks. Both suites also pass in the GDExtension-free staging project.