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# Phase 6 Formal UI Direction
Date: 2026-08-12
Status: `FORMAL_UI_MASTERS_OWNER_REVIEW_OPEN`
Product baseline: `b13a026e52cfb1b1bade77c658eba1302745cf6e`
## Purpose
Phase 6 turns the verified interaction prototype into a production-facing visual
system before engine development. Batch 01 is a direction gate, not final art.
It contains four review images:
1. live automatic battle;
2. integrated Market;
3. Party Line and equipment planning; and
4. generated-Recruit, enemy, equipment and UI-component language.
The battle is reviewed first because it must communicate the product fantasy in
three seconds. Market and Party Line then prove that repeated planning decisions
belong to the same game. The element board proves that the direction can expand
beyond one attractive screenshot.
## Visual Identity
**A practical Japanese hand-drawn fantasy guild assembles a changing line of
ordinary adventurers at the edge of a bright, unstable world.**
- World and actors occupy the main surface; UI attaches to field ledgers,
enamel plates, canvas straps, tool rails and screen edges.
- Recruits are generated, replaceable run participants. No figure is presented
as a permanent protagonist or narrative lead.
- Actors use mature five-and-a-half to six-head proportions, readable tools,
strong profession silhouettes and restrained cel shading over painted space.
- Materials combine chalk-white ceramic, charcoal ink, repaired canvas,
weathered brass, enamel color plates and mineral pigments.
- The semantic palette is multihue: paper white, charcoal, aether cyan, repair
gold, danger coral, safe green and focus cobalt. Region art may add local
colors but cannot replace semantic state cues.
- UI corners remain square or lightly rounded. Repeated offers and inventory
cells may be bounded; the screen must never become a nested card wall.
- Text, numbers and final icons remain engine-rendered. Generated direction
images may show text-safe rails and blank label lines, but their pseudo-text
is not product copy or implementation authority.
## Batch 01 Focal Contracts
| Asset | First read | Second read | Third read |
|---|---|---|---|
| `UI06-01` Battle | imminent enemy event and affected front Recruit | one ordered Company line and profession actions | objective plus pause/speed/inspect edge tools |
| `UI06-02` Market | three materially different Recruit offers | current Company and open line capacity | inventory, Coin, refresh, lock and review consequence |
| `UI06-03` Party Line | protected rear-left to exposed front-right order | selected Recruit and changed protection/reach | equipment comparison and Save Order |
| `UI06-04` Element board | generated Recruit variety | profession-readable enemies | reusable windows, controls, equipment and state language |
## Generation Contract
- Provider/model: API Mart GPT-Image-2 through the installed `image-gen` skill.
- Call ceiling: exactly four accepted paid outputs and total provider cost
ceiling USD 5 equivalent under the workspace standing authorization. Owner
decision on 2026-08-12 authorizes retrying transient image-service failures.
A transport failure with no task ID may be resubmitted after reachability
returns; a known task ID must be resumed rather than submitted again.
- Full-screen concepts: `2048x1152`, opaque PNG, `16:9`.
- Element board: `2048x2048`, opaque PNG, regular `2x2` review grid.
- Existing Aetherbound images control only original line/material/color
direction. Existing HTML captures control only information topology. Neither
is copied as a final layout.
- No third-party commercial screenshot, art, audio, code, name or prose is used
as an image reference or stored in this batch.
- Preserve prompt, task ID, cost response, output SHA-256 and agent/Owner review
status. All four outputs begin as `concept_direction`.
## Hard Rejections
- fixed named hero cast, relationship framing or gacha rarity presentation;
- tiny actors, portrait-card walls, generic dark dashboards or floating glass;
- manual attack/skill buttons that contradict automatic battle;
- multi-lane or grid combat that contradicts the single horizontal Party Line;
- copied commercial layout, recognizable third-party character or logo;
- illegible pseudo-text treated as final UI, text baked into production assets;
- photorealism, 3D render, chibi proportions, pixel art, beige parchment
monoculture, neon-purple wash, excessive bloom, bokeh or decorative orbs.
## Gate
Batch 01 advances only after the Owner selects or rejects the visual direction
for all four images. Approval authorizes applying the system to the 50-page
prototype; it does not authorize engine development or bulk final asset
production.
## Owner Review 01
Owner review on 2026-08-12 rejected `UI06-01` and `UI06-02` as visual
direction. Both outputs remain provenance history only.
- The rendering reads as Western cel-shaded steampunk illustration rather than
the required light 2D Japanese hand-drawn game presentation.
- Ordinary allied figures occupy roughly `28-35%` of screen height. Reference
gameplay evidence supports approximately `10-15%` for ordinary units so a
full ten-member Company and large enemy group remain legible together.
- `UI06-01` behaves like a six-hero showcase rather than a continuous small-unit
battle line. The repaired target is eight to ten visible allied units, room
for materially larger enemy groups, and stronger horizontal travel space.
- `UI06-02` also inherits the superseded fixed-character identities from its
old concept-board reference. Its integrated Market topology may inform later
layout, but its people and art style are rejected.
The next paid output is one corrected battle calibration image. No other page
expands until the Owner accepts its unit scale and Japanese 2D rendering.
## Owner Review 02
Owner review on 2026-08-12 accepted `UI06-05` as the formal visual and battle
scale baseline. It is the only accepted image from Batch 01.
- Japanese 2D thin-line, cel-color actor rendering and softly painted
environment are approved.
- Ordinary unit height of approximately `10-14%` of the landscape canvas is
approved.
- A complete ten-member Company, materially larger enemy group, continuous
horizontal entry space and compact top/bottom HUD are approved.
- `UI06-01` and `UI06-02` remain rejected and may not be used as style or
character identity references.
The next stage is formal UI master composition, followed by one bounded
character/enemy/boss animation-pipeline proof. Bulk final asset production
remains frozen until both are reviewed.
## Formal UI Masters Batch 02
Eight new 2K masters now cover Title/Continue, New Run, integrated Market,
Party Line/Equipment, Result/Loss/Recovery, Guild/contract dialogue,
Settings/accessibility and the reusable component language. All use `UI06-05`
as their first style reference. Their prompts, task IDs, exact hashes, costs and
agent visual observations are retained under
`docs/prototype/generation/phase6_ui_masters_02/`.
The batch is ready for Owner direction review. Generated lettering, names,
currency values and numbers are explicitly non-authoritative. Result density,
real Simplified Chinese/English copy, 130% text, responsive layout, input and
animation remain open. Motion-pipeline proof and bulk asset production remain
frozen until the Owner reviews the masters.