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.
Liturgical Systems Brutalism boards #
liturgical-systems-brutalism/ preserves three references Cameron supplied
on 2026-07-27. Through the binding visual-identity law they are the canonical
cross-scale reference set for Liturgical Systems Brutalism: severe institutional
scale, archive and dossier treatment, operator-to-system proportion, embodied
service access, porcelain/ink continuity across media, and sparse causal marks.
The directory README divides the exact boards into archive/governance,
operator/constraint, and floor-service/custody roles, records exact-source
provenance, and rejects generated slogans, logos, room labels, buildings, and
equipment as literal canon. The governing source definitions are Cameron's
Liturgical Systems Brutalism
and its monumental
Cosmic Liturgical Brutalism
branch.
liturgical-systems-studies-2026-09-28/ contains three new exploratory scene
images for Tap loss, a constrained route, and a training run. They are concept
studies, not part of the canonical reference set above.
interface-people-studies-2026-09-28/ explores operators, clerks, and coworkers
using restrained computer interfaces within the same institutional language.
These are scene studies, not approved game UI. Cameron asked for less route
inspection and more people completing one focused task.
focused-interface-studies-2026-09-28/ responds with three single-task
interface scenes: admit a visitor, replace a module, and dispatch a parcel.
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 canonicalsite/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 rigid custody records rather than sharing this liquid treatment.thought-fluid-flow-silhouette-reference.pngandthought-fluid-internal-circulation-reference.pngare 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 inwiki/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.