Are Guhs AI?
No. Guh art is not produced by a machine learning model or a text-to-image system. Every Guh is generated by procedural rules on the server, then drawn as SVG vector art.
The Short Version
A summon starts with a random seed. That seed is fed into a seeded pseudo-random number generator, which produces a repeatable stream of numbers. Those numbers control the Guh’s traits, colour palette, body outline, eye placement, gradient settings, and name.
If you use the same seed and the same options, you get the same Guh again.
Step 1: Roll the traits
The generator first decides a set of core traits:
- whether the Guh is Shiny
- whether it is Extreme
- whether it is Guhvian
- whether it uses a radial or linear gradient
- how many body bumps it has
- how many gradient colours it has
- how smooth or lumpy its outline is
- where the eyes and pupils sit
- what angle the gradient points in
Most of these are not uniform rolls. They use weighted probabilities, so common results appear often and unusual ones stay rare.
Step 2: Build the colour gradient
Each Guh gets a palette of 2 to 8 colours. The colours are generated in HSL space:
- hue starts at a random position on the colour wheel
- saturation is picked between 55% and 95%
- lightness is picked between 45% and 70%
Normal Guhs rotate the hue by about 30 to 100 degrees between colour stops. Shiny Guhs use much larger hue jumps, around 90 to 200 degrees, so they tend to look more dramatic.
If a dye is applied, the whole palette is tinted 40% of the way toward the dye colour instead of being replaced outright.
The gradient itself is also procedural. A linear fill rolls a direction from 0 to 360 degrees. A radial fill rolls an internal centre point between 20% and 80% on both the X and Y axes.
Step 3: Build the body outline
The body is not painted by hand. The generator places a ring of control points around the centre of a 400 x 400 canvas.
If a Guh has
Here:
is the bump count is a seed-based rotation offset is a random radius offset for normal Guhs and for Extreme Guhs
That creates an uneven ring of points. Extreme Guhs get wider radius variation, so their silhouettes look more chaotic.
Step 4: Smooth the blob
Those polar points are converted to
The value
Step 5: Render the SVG
Once the body path exists, the renderer stacks several vector layers:
- the main linear or radial gradient fill
- a soft drop shadow under the body
- a highlight gradient
- a depth gradient
- a bright rim stroke
- two shaded eyes with glossy pupils
Special traits add more layers:
- Shiny adds a soft gold halo around the blob
- Guhvian adds a prismatic ring
- pattern dyes add clipped overlays such as stripes, polka dots, stars, shards, lattice, scales, ripples, or chevrons
Because the output is SVG, the final Guh is really a set of drawing instructions rather than a painted bitmap.
Why They Still Feel So Varied
The variation comes from combining many independent choices:
- weighted rarity rolls
- 4 to 12 bumps
- 2 to 8 colour stops
- multiple tension bands
- linear or radial gradients
- seeded eye placement
- optional dyes and patterns
- special Shiny and Guhvian effects
A relatively small set of rules can still produce a huge number of distinct results when the parameters interact.
Final Answer
Guhs are not AI-generated art. They are procedurally generated creatures: a seed drives a repeatable random process, the process creates geometry and colours, and the SVG renderer turns that data into the final blob you see.