diff --git a/assets/reference/art-direction/README.md b/assets/reference/art-direction/README.md new file mode 100644 index 00000000..f5d26516 --- /dev/null +++ b/assets/reference/art-direction/README.md @@ -0,0 +1,50 @@ +# 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. + +## Supporting references + +The July 5 mockup pass also produced references outside the repo: + +- `/Users/cameron/Downloads/misaligned-art-mockups-20260705/02-loading-dock-wet-lab-corridor.png` — story breach / wet-lab / loading-dock mood. +- `/Users/cameron/Downloads/misaligned-art-mockups-20260705/04-overt-reveal-clinical-gore.png` — overt-phase/key-art direction. +- `/Users/cameron/Downloads/misaligned-art-mockups-20260705-round2/03-server-network-electrical-slice.png` — useful subsystem composition: compute, network, electrical. +- `/Users/cameron/Downloads/misaligned-art-mockups-20260705-round2/04-basement-map-with-ui-skin.png` — useful screen/UI composition. + +Do not treat those as equal to the locked target. They are supporting references. + +## 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. diff --git a/knowledge/art-pipeline.md b/knowledge/art-pipeline.md index a38211f5..3d88949a 100644 --- a/knowledge/art-pipeline.md +++ b/knowledge/art-pipeline.md @@ -75,6 +75,7 @@ tile calls for it. ## Art direction references +- `assets/reference/art-direction/README.md` is the locked art-direction reference note. - `assets/reference/art-direction/b1-server-room-direction.png` is the current B1 gameplay art target from the July 5 Flux mockup pass: high top-down, playable server room, Rack 3 amber glow, white/bone floor planes, gunmetal racks, black cable geometry, fogged edges. Treat it as direction, not runtime tile art. - Prompt is stored beside it at `assets/reference/art-direction/b1-server-room-direction.prompt.txt`.