Warchief Dev

War Suite

Offline-friendly single-file tools

Warbrush (create) → Warpaint (post-production) → Waranima (animated GIF timeline). Warcut Studio handles browser-first video timelines + lower thirds. Warconvert handles fast format conversion. Plus power tools (Triple Dark Patcher, Spreadsheet Editor, Nova Builder).

Warpaint · Dark Image Editor

Post-production

A dark-first, Photoshop-adjacent editor for polishing assets after rough creation in Warbrush.

Abstract

~500 words

Warpaint · Dark Image Editor

Post-production image editor for polishing suite assets.

Warpaint · Dark Image Editor is A dark-first, Photoshop-adjacent editor for polishing assets after rough creation in Warbrush. It’s built around a simple principle: keep the tool close to the operator. That means a dark-first interface, fast load times, and workflows that don’t require accounts, plugins, or cloud dependencies just to get started.

Rather than chasing an endless feature checklist, Warpaint aims for a “suite utility” shape: small enough to stay understandable, but powerful enough to remove the most common bottlenecks. In the Warchief approach, you should be able to open a page, do the job, export cleanly, and move on—with the confidence that you can repeat the same steps tomorrow and get the same result.

At the workflow level, Warpaint is meant to run locally and keep your work on your machine. That decision supports privacy, offline operation, and quick iteration. It also encourages a habit of shipping artifacts as files you can archive, duplicate, or hand to a collaborator without extra setup.

Key capabilities are intentionally practical: 1) Non-destructive adjustment pipeline and export hygiene controls. 2) Selection-centric editing (masking, refine tools, quick mask, alpha brush). 3) Pixel-precision workflows for sprites, UI icons, and game assets. 4) Offline single-file HTML build for fast iteration and sharing. 5) Suite-aligned UX: predictable panels, hotkeys, and “tool suite” ergonomics. The goal is not to imitate every feature of a giant suite, but to cover the 20% that unlocks 80% of day-to-day momentum—while keeping behavior predictable and easy to reason about.

Design-wise, the interface favors legibility and controlled density: you can see what matters without being overwhelmed. Controls are grouped by intent, defaults are conservative, and destructive operations are meant to be obvious. This is part of preserving ‘export hygiene’: fewer surprises at the end of a workflow.

This project is built for artists, indie devs, and builders who need fast, controlled post-production without heavyweight installs. It’s especially useful when you are working across devices—desktop, laptop, or phone—and you want consistent muscle memory. The same visual language repeats across tools, so once you learn one panel/btn pattern, you can transfer that knowledge to the next app.

Within the larger Warchief ecosystem, Warpaint sits in the middle of the War Suite pipeline: Warbrush → Warpaint → Waranima/Warcut, with Warconvert handling format and packaging. That ecosystem approach matters because it lets each tool stay focused: one app does intake, another does polish, another does conversion or packaging—yet the operator experiences it as one coherent workflow.

If you treat Warpaint as a building block, it also becomes easier to automate around it: you can version artifacts, keep predictable filenames, and run repeatable checklists (open → verify → export). That’s the point of ‘operator-friendly’ software: it helps you stay in control even as the number of projects grows.

Current status: active prototyping; feature phases expand filters, selection tooling, and safety hardening. The intent is to keep improving through phased roadmaps, adding power only when it can be delivered without sacrificing speed, clarity, and offline reliability. In practice, the best way to evaluate Warpaint is to use it alongside real work for a week—the small tasks you normally postpone are the exact tasks this suite is meant to make painless.

Key Capabilities
Highlights
  • Non-destructive adjustment pipeline and export hygiene controls
  • Selection-centric editing (masking, refine tools, quick mask, alpha brush)
  • Pixel-precision workflows for sprites, UI icons, and game assets
  • Offline single-file HTML build for fast iteration and sharing
  • Suite-aligned UX: predictable panels, hotkeys, and “tool suite” ergonomics