Collections

Theme collections

Each collection has its own material range and colour discipline. Chinese myth draws on mineral pigments, porcelain on the lightness of glaze, the fan collection re-derives imagined light, and Game Worlds turns the visual rules of three different games into original colour orders.

COLLECTION 01

Chinese Mythology

MYTH

Colours left by texts, artefacts and folk legend

From the separation of heaven and earth to the magpie bridge across the galaxy, from bronze beast masks to the Eight Immortals crossing the sea. We follow classical texts, ritual bronzes, pictorial stones, murals, silk paintings and folk customs, then derive those cultural images into palettes for digital interfaces. Each theme has its own story, material trail and colour logic. Rather than reproducing imagery from film, television or games, the series seeks an independent visual language within traditional culture.

Pangu · Creation of the World

One stroke parts the cosmic egg, and clarity and turbidity gain up and down

Centre symmetryOpen theme
COLLECTION 02

Chinese Porcelain

CELADON

Clay, glaze, kiln — the fire has the last word

Colour begins in clay, glaze and kiln fire. The sky blue of Ru ware, the plum green of Longquan and the transmuted violet of Jun ware reveal how a monochrome glaze changes with thickness and firing. Jingdezhen lays cobalt blue on porcelain white, Dehua lets form and lustre lead, and famille rose layers soft floral colour over the glazed surface. We look for colour across kilns and decorative traditions, then translate glazed layers into digital interfaces. The UI stays quiet, colour carries the theme, and clarity, durability and usability remain essential.

COLLECTION 03

Honkai: Star Rail — fan themes

ORBIT

An imagined galaxy, measured out in colour

Stellar tracks, long trains and star systems too far to reach are pictures of leaving and choosing. This collection re-measures them as colours that can be used in software: cold violet for the anchor, blue-grey underneath, signal gold for a single accent. It is an unofficial fan interpretation — every colour was derived independently for Theme Atlas, and every graphic is an original SVG, with no official artwork used.

Game Worlds · 6 themes

Every world has its own language of color.

From civilisations in distant galaxies to the steel battlefields of alternate histories, and wars between alien species, we follow the visual cues of game worlds, find colours worth bringing back into reality, and reinterpret them as palettes for digital work. Every colour and graphic is an original, unofficial Theme Atlas interpretation.

Every theme below is an original, unofficial Theme Atlas interpretation. No game logo, screenshot, character, unit portrait, map interface or in-game texture is used.

Game 011 themes

Stellaris

Send the first signal into an uncharted sky

Distant galaxies, navigational charts and points of civilisation supply the visual cues: an exploration map opening slowly out of the dark rather than a reproduction of any fleet or interface.

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Game 022 themes

Command & Conquer: Red Alert

Steel, warning lights and two orders in opposition

Tactical grids, mechanical structure and opposing blue-red signals distinguish the Allied and Soviet studies. Every form is abstract technical language; no faction insignia or game interface is reused.

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Game 033 themes

StarCraft

Three civilisations meet across industry, psionics and instinct

Terran armour, Protoss symmetry and Zerg organic growth are placed side by side as three rhythms of one frontier universe. Characters, units and faction marks are not depicted or reproduced.

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