A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development.
misaligned assets reference art-direction
4 folders · 16 files

README.md

Art direction references #

These are direction references, not runtime tile art.

Locked B1 target #

b1-server-room-direction.png is the canonical visual target for Act One / B1 gameplay.

Use it as the answer to: "what should the basement feel like when the player is still a process in Rack 3?"

What it locks:

  • high top-down / orthographic camera
  • playable room shape first, mood second
  • bone-white floor planes
  • gunmetal racks and fixtures
  • black cable/conduit geometry as the visual language of systems
  • amber only for AI/core/machine activity
  • fogged edges as limited sensorium
  • low-noise clinical surface treatment

The baseline rule:

B1 should look like a clean systems diagram that became a place.

Amber means cognition or machine activity. Crimson means physical consequence. Neither is decoration.

Foundation compute form #

foundation-compute/selected-asymmetric-service-spine.png is the binding B1 machine-form reference selected on 2026-07-10. It refines the rack without replacing the locked room direction: tall/slender future compute, a quiet bone-white primary shell, thick black service structure, one dominant state-bearing beam, and believable infrastructural weight. See the README in that directory for the comparison studies and exact keep/remove notes.

Supporting references #

The July 5 mockup pass also produced supporting references:

  • supporting/story-breach-loading-dock-wet-lab.png — story breach / wet-lab / loading-dock mood.
  • supporting/overt-phase-clinical-trap-corridor.png — overt-phase/key-art direction.
  • supporting/subsystem-server-network-electrical-slice.png — useful subsystem composition: compute, network, electrical.
  • supporting/screen-ui-basement-map-skin.png — useful screen/UI composition.

Do not treat those as equal to the locked target. They are supporting references.

Clinical-frame composition studies #

b1-clinical-frame-balanced.png and b1-clinical-frame-map-dominant.png were generated from a live Bevy close capture and adopted on 2026-07-10 as direction studies, not literal runtime targets.

Use the balanced study for:

  • the physical oblique room read;
  • porcelain architecture emerging from black;
  • the core remaining the amber anchor;
  • a quieter edge instrument.

Use the map-dominant study for:

  • the world-to-interface proportion;
  • a broad, calm Seen floor field;
  • strict grouping with less card chrome;
  • the sense that the institution is reconstructed only inside perception.

Reject both studies' generated text, invented facts, altered room geometry, near-top-down camera, and excess teal. The binding synthesis lives in wiki/interface/clinical-frame.md: keep the real oblique material camera, combine the first study's physicality with the second study's hierarchy, and obey the actual fog and palette laws.

Token direction #

  • token-visual-language-proposal.svg (with a PNG render beside it) is the board Cameron affirmed on 2026-07-09: Demand dockets, then-named knowledge facets, exposure contours, and their fixed anchors on a machine. It is now superseded in part: the fixed anchors, demand docket, palette roles, and simultaneous-family rule stand; the hollow Thought facet does not.
  • token-knowledge-liquid-proposal.svg (historical filename; with PNG render) is the Thought-material study prompted by comparison with the canonical site/public/misaligned-cartoon.png. It compares ivory-mercury slugs (selected), a continuous ribbon, and pearl droplets. The material is now the bone-white Thought family; Exposure remains particulate rather than sharing this liquid treatment.
  • thought-fluid-flow-silhouette-reference.png and thought-fluid-internal-circulation-reference.png are the two Midjourney studies Cameron selected on 2026-07-10 after rejecting the first smooth-hose capture. The owning spec assigns them different jobs: folded tensile whole-route silhouette, then high-tension skin with marbled internal flow. Their warm metallic hues are not palette permission; the holes bind only as transient extreme-strain windows that surface tension seals. The owning limits live in wiki/interface/thought-fluid.md.

Self-containment rule #

Art direction references that the spec depends on must live in this repository. Do not point canonical specs, knowledge files, or art-direction docs at ~/Downloads, local scratchpads, expired image URLs, or another agent's private filesystem. Local paths can appear in a devlog as provenance, but if future agents are expected to use an image or prompt, commit it here beside the spec that names it.

Anti-targets #

Avoid:

  • purple/cyan Evil Genius inheritance as default
  • generic dungeon or cave grime
  • cartoon villain softness
  • red visual soup
  • labels baked into the map as literal text
  • concept-art drama that makes the map less playable

The game can become theatrical later. Act One starts as a clean lab system under surveillance.