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Aetherbound Guild: Art Asset And Animation Catalog

Authority: production specification for generated-recruit art, profession kits, equipment and artifact presentation, region and enemy art, animation, combat staging, UI support art, and VFX.

Frozen source: .agent-taskgraph/spec.md revision design-spec-r3.

Current gate: design candidate only. Nothing in this catalog is generated, imported, runtime-seen, human-reviewed, device-verified, or release-accepted.

1. Visual Production Contract

1.1 Identity Statement

Aetherbound Guild is an original landscape 2D Japanese hand-drawn fantasy auto-battler in which a changing company of visibly assembled recruits forms one long, readable party line against region-shaped threats. Expressive inked silhouettes, restrained cel shading, tactile equipment, and precise effect geometry make preparation choices legible while combat executes automatically.

The art must communicate, in this order:

  1. who is exposed at the front and who is protected farther back;
  2. which actor will act, whom the action will affect, and when it will resolve;
  3. which profession, equipment, trait, or artifact caused the result;
  4. whether the company can recover, must replace a recruit, or can improve its next plan.

Decorative detail never outranks those reads. Generated recruits are visual recipes, not authored lead characters, and no recipe receives unique narrative illustration obligations.

1.2 Visual Pillars

Pillar Production rule Rejection signal
Assembled individuality Body, face, hair, underlayer, profession kit, palette, and equipment remain separable and deterministic. A recruit reads as a recolor or changes identity between portrait and battle.
Ordered-line clarity Front-to-rear order remains visible in silhouette, ground contact, overlap, targeting, and result review. A player must infer order from text, health bars, or selection alone.
Mechanical ornament Every emblem, tool, prop, motion, and effect has a gameplay or navigation job. Decoration resembles a target, hazard, reward, or action without the matching state.
Regional contrast Each of eight region families has its own shape, material, value, weather, and enemy integration rules. A region differs only by hue, backdrop swap, or particle tint.
Hand-drawn control Line weight, key poses, painted edges, and texture are deliberately cleaned at play size. Anatomy drift, unstable pivots, synthetic detail noise, or inconsistent light survives cleanup.
Quiet automation Idle motion yields to forecast, impact, casualty, reward, and recovery cues. Constant motion or glow makes automatic battle unreadable or tiring.

1.3 Mood And Lighting

State Lighting and value contract
Shop and preparation Open mid-values, clear local color, soft overhead light, and low atmospheric motion support comparison.
Battle opening Region light remains recognizable while actor rims and ground contacts establish the party line and opposing staging.
Normal execution Background contrast drops behind active silhouettes; action geometry receives the brightest local edge.
Pressure Shadows cool and tighten locally around threatened actors; the whole screen does not darken or pulse.
Permanent loss Motion and saturation withdraw from the affected recruit while the rest of the battlefield remains inspectable.
Reward Warm directional light reveals the claimed object; celebration does not cover party condition or next action.
Endgame and high difficulty More complex region states may layer together, but the same value hierarchy and semantic shapes remain binding.

1.4 Production And Evidence States

Every asset follows this non-skippable sequence:

brief -> source -> cleaned_master -> separated -> export_validated -> imported -> integrated -> runtime_seen -> agent_visual_reviewed -> human_reviewed -> device_verified -> release_accepted

Later states are never inferred from earlier ones. Current approval of this catalog advances only the brief state. Final or bulk media production remains outside this Goal.

2. Authority, Bindings, And IDs

2.1 Content Integration Bindings

This catalog owns visual production rules, not gameplay identities or screen architecture. The following names are mandatory integration bindings. They may be replaced only by the corresponding stable IDs from the merged authorities.

Binding Required resolution
CONTENT.PROFESSION.BASE[01..12] Twelve base profession rows, in their authoritative order.
CONTENT.PROFESSION.ADVANCED[01..24] Twenty-four advanced profession rows; two resolve to each base row.
CONTENT.PROFESSION.HIDDEN[01..06] Six hidden hybrid profession rows and their prerequisite pairings.
CONTENT.TRAIT[01..36] Thirty-six trait rows, each exposing benefit, cost, trigger, and visibility.
CONTENT.EQUIPMENT[001..320] Three hundred twenty equipment rows, including slot, behavior, anchor need, and manifestation class.
CONTENT.ARTIFACT[01..60] Sixty shared-rule artifact rows and their trigger/conflict states.
CONTENT.ENEMY[001..100] One hundred ordinary or elite enemy identities, including tier and region.
CONTENT.BOSS[01..16] Sixteen boss identities, including region, action set, and phase needs.
CONTENT.REGION[01..08] Eight region identities and encounter grammar.
SYSTEM.PARTY.CAPACITY_PROFILE Simulated deployment capacity and anchor spacing across run progression.
SYSTEM.COMBAT.EVENT_SCHEMA Authoritative targeting, timing, status, casualty, and result event names.
UX.VIEWPORT.MIN/REFERENCE/MAX Landscape review viewports and safe-area masks.
UX.SCREEN.* Player-facing screen and state IDs requiring art support.

Unresolved bindings remain visible in the manifest. Art production cannot silently assign a profession mechanic, item slot, enemy tier, region placement, screen count, or battle formula.

2.2 Stable Art IDs

Family Stable ID range Exact identity count
Recruit modular part ART-REC-{part}-nnn defined in Section 4
Profession kit ART-PRO-B01..B12, ART-PRO-A01..A24, ART-PRO-H01..H06 42
Trait presentation ART-TRT-01..36 36
Equipment presentation ART-EQP-001..320 320
Artifact presentation ART-AFT-01..60 60
Ordinary or elite enemy ART-ENM-001..100 100
Boss ART-BOS-01..16 16
Region ART-REG-01..08 8
UI support art ART-UI-{family}-nnn Section 10 ledger
VFX grammar ART-VFX-{family}-{state} Section 13 ledger

Gameplay identity counts and visual state counts stay separate. A palette, frame, expression, equipment attachment, effect, or difficulty treatment is a presentation state, never a new recruit, profession, enemy, boss, or item. Recruit part values are BODY, FACE, HAIR, DETAIL, UNDER, and ACC.

2.3 Manifest Record

Every source and export record stores:

id, content_binding, runtime_role, source_type, manual_brief_or_prompt,
creator_or_provider, provider_task_id, source_revision, source_path,
processed_path, source_hash, dimensions, format, alpha, layers, palette_id,
rig_id, anchor_map, pivot, native_play_scale, animation_events, frame_timing,
reduced_motion_export, reduced_flash_export, low_power_export, license_status,
import_binding, integration_state, runtime_capture, rejection_reason,
agent_visual_review, human_review, device_review, release_acceptance

Accepted and rejected candidates remain traceable. Regeneration never replaces the provenance of an earlier candidate.

3. Global Drawing, Shape, Color, And Material Rules

3.1 Drawing And Camera

  • Characters use a three-quarter side presentation with the face, leading hand, tool, and ground contact readable in a single pose.
  • Outer contours are warm charcoal, not pure black. Interior lines are lighter and are removed before they turn into noise at minimum play size.
  • Cel shading uses one principal shadow group and one selective reflected-light group. Specular marks belong to the material, not to rarity.
  • Faces retain two readable landmarks at battle scale: brow/eye direction and mouth/jaw angle. Portrait assembly adds detail without changing geometry.
  • Background perspective is shallow enough for the ordered party line to keep one stable ground rail. Vertical offsets used for overlap separation carry no tactical meaning.
  • Camera shake, zoom, and rotation are feedback accents, never the only proof of hit weight, threat, or state change.

3.2 Shape Language

Subject Primary shape grammar Required distinction
Generated recruit Tapered organic body masses plus one profession-owned outer contour. Face/hair identity remains visible inside the profession silhouette.
Protective role Closed arcs, broad planted bases, upright tools. Protection is visible before an effect fires.
Reach or distance role Long directional diagonals and clear empty space around the release path. The projected reach does not resemble a protection field.
Support role Open cups, paired loops, or outward branches. Ally benefit and enemy harm use different endpoints.
Enemy Region material distorted into one dominant threat shape. Each identity has one recognizable mechanic-bearing contour.
Boss One large body thesis plus two secondary phase-changing masses. Hit area and forecast geometry remain distinct from decoration.
Interactable object Squared base, visible hand contact, one state-bearing mechanism. It cannot resemble dropped loot or a hazard.
Reward Compact centered object with a quiet outward reveal. It cannot resemble an incoming attack.

3.3 Palette And Material Budget

The common palette uses seven separated roles: ink charcoal, paper-white, verdant green, mineral teal, signal coral, reward gold, and arcane violet. Regions replace local hues but keep semantic contrast. Danger uses coral plus a toothed or pointed contour; healing uses green plus an open-leaf contour; protection uses teal plus a closed bracket; reward uses gold plus a radial seal.

Per recruit, skin and hair do not count against the material cap. The visible combat costume uses at most:

  • two underlayer materials;
  • two profession materials;
  • one equipment-specific focal material;
  • one accent hue covering no more than 25 percent of the actor silhouette;
  • emissive detail covering no more than 8 percent, except during a resolved action frame.

Profession hue never encodes identity alone. Rarity cannot replace local color with a full-body tint. Region lighting cannot shift ally and enemy values into the same silhouette range.

3.4 Asset Scale And Format Targets

Asset Editable source target Runtime role Validation rule
Modular body or outfit master 1536x2048 layered actor rig or curated atlas Full contour, ground, hands, face, and every declared anchor remain uncropped.
Portrait assembly 1536x1536 384/512/768 crops Same recipe and geometry as battle actor.
Battle actor shared modular source reference height bound to UX.VIEWPORT.REFERENCE Silhouette passes at minimum viewport with bars and effects present.
Enemy actor 1536x1536 or 1536x2048 layered rig or atlas Mechanic contour survives region lighting.
Boss actor 2048x2048 to 3072x2048 multi-part rig or atlases Never covers forecast endpoints or priority controls.
Equipment or artifact object 1024x1024 96/192/384 exports Perceived size normalized without cropping long tools.
UI icon vector or 512 master 24/32/48 logical exports Meaning survives one-color and high-contrast tests.
Environment master 2560x1440 layered landscape scene Actors, UI, interactables, and hazards are not baked in.
VFX master vector, mesh definition, or 1024 atlas effect-family export Alpha fringe, pivot, timing, blend, and final state are explicit.

Atlas pages target 2048. A 4096 page requires measured memory and upload proof on the selected device tier. Opaque full-screen plates do not carry alpha.

4. Generated Recruit Visual System

4.1 Deterministic Recipe

One recruit stores the following visual recipe:

body_foundation + face_structure + skin_palette + hair_family + hair_palette
+ 0..2 face_details + underlayer + 0..1 neutral_accessory
+ profession_kit + equipment_attachments + condition_state

The seed resolves IDs and palette indices, never pixels. The same recipe builds shop portrait, inspection portrait, party-line actor, result portrait, and collection silhouette. Portrait and battle exports may use different detail levels but cannot alter age read, face geometry, hair contour, body foundation, skin palette, or identifying detail placement.

4.2 Modular Source Inventory

Library Exact masters Runtime states per master Total state cells Notes
Body foundations 12 16 common motion slots 192 Four proportion families across three height bands; every profession kit must fit every body.
Face structures 24 6 expression assemblies 144 Neutral, assess, focus, strain, relief, and loss-record.
Hair families 48 3 assemblies 144 Portrait, battle-front, and battle-rear layers with headwear masks.
Face detail sets 36 1 36 Brows, freckles, scars, makeup, facial hair, eyewear, and age marks; none implies stats.
Underlayers 24 2 48 Portrait and battle assembly; profession-neutral neck, torso, glove, and boot bases.
Neutral accessories 18 2 36 Portrait and battle assembly; never uses profession or trait semantic shapes.
Skin ramps 12 palette data 12 Individually reviewed highlight, midtone, shadow, lip, and palm values.
Hair ramps 18 palette data 18 Natural and fantasy ranges with value separation from outlines and headgear.
Underlayer ramps 16 palette data 16 Multi-hue cloth and leather ranges; no rarity semantics.
Total 208 masters 646 authored state cells Palette data counts as masters, not texture duplicates.

Body foundations include compact, balanced, broad, and long-limbed proportion families. Height changes ground-to-head distance but never scales the head, hands, or equipment uniformly. Production may add seated or assisted movement only after its full anchor and motion package is approved; it may not be faked by shrinking or hiding a standing rig.

4.3 Standard Attachment Point Map

Every body and profession kit declares these named attachment points:

head_top, face_center, shoulder_left, shoulder_right, hand_primary,
hand_secondary, chest, waist_left, waist_right, back_high, back_low,
foot_left, foot_right, ground_front, ground_rear, projectile_origin,
effect_origin, overhead_status

Equipment may bind only to a declared point or to none. A two-hand item owns both hand points and a grip-distance range. Hair, sleeves, capes, back objects, and headwear carry explicit occlusion masks rather than relying on import order.

4.4 Layer And Occlusion Order

rear VFX
rear profession mass / back equipment
rear hair / rear accessory
rear arm and rear hand item
body foundation / underlayer
profession torso and waist overlays
head / face / expression / front hair
front arm and primary item
front profession mass / front equipment
condition and target contours
front VFX / engine-rendered state UI

At the minimum viewport, another recruit may cover no more than 35 percent of a recruit's torso, no more than 15 percent of the head contour, and none of the profession's unique tool endpoint. The selected or acting actor receives a shape-following ink-and-paper rim; non-actors are not globally dimmed.

4.5 Generation Safety And Distinctness

  • Body, face, skin, hair, and detail distributions are independent of combat strength, cost, rarity, profession tier, trait polarity, and survival record.
  • All 12 body foundations and all 48 hair families pass all 42 profession headwear, hand, back, and shoulder masks before production scale-up.
  • A recipe is rejected when its face contour, hair contour, profession outer mass, and primary tool do not produce at least three distinct reads against the current deployed party.
  • Duplicate recipes are prevented by a normalized signature over body, face, hair, details, underlayer, and palette. Matching profession and equipment are not sufficient to declare a duplicate.
  • Names are engine-rendered. No generated name, biography, or localized text is baked into art.
  • Trait and equipment changes add state-bearing markers; they do not regenerate a recruit's body or face.

4.6 Recruit Condition Presentation

State Portrait change Battle change Persistence proof
Available Neutral or assess expression idle_observe Full recipe visible.
Selected Focus expression and shaped rim ready final pose Party-order token shares the same portrait crop.
Pressured Strain expression, segmented condition edge pressure_idle with lowered center of mass Effect clears only when authoritative condition clears.
Recoverable casualty Eyes and tool lower; no gore casualty_hold preserves ground and silhouette Result view retains recipe and recovery state.
Permanent loss Loss-record expression is stamped into history entry loss_resolve ends in a still readable final contour before exit Result and history use the same recipe; no celebratory dissolve.
Victory Relief expression restrained victory_settle Equipment and condition remain visible for result review.

5. Profession Visual Kits: 42

5.1 Kit Package And Motion Codes

Each profession receives one package. The visual kit reveals combat responsibility without replacing recruit identity.

Deliverable per kit Per kit Total for 42
Profession emblem 1 42
Outer-silhouette overlay set 1 42
Primary tool set with stow state 1 42
State-bearing device with empty/active/full 3 126 states
Auto-action pose deviations 2 84
Passive or cadence marker 1 42
Signature effect-geometry brief 1 42
Reduced-motion resolved poses 2 84

Animation-need codes used below:

Code Required authored deviation
BRACE planted anticipation, protected endpoint, absorb recovery
INTERCEPT rapid cross-body entry, contact hold, return to legal order
THRUST two-hand reach line, contact compression, controlled withdrawal
SWEEP broad tool arc with clear start and endpoint, no full-screen trail
DUAL alternating hand contacts with readable first and second event
RELEASE aim, release event, projectile origin, recoil recovery
CHANNEL stable source, sustained tick pose, interruptible recovery
PULSE gather, outward ally/enemy endpoint, quiet return
DEPLOY hand-to-ground or hand-to-object placement, activation, recall
HEAVY long anticipation, high-contact key, weighted settle
MOBILE step-out, action, and return that preserves party order
RALLY upward signal, outward propagation, group response without manual-control implication

All actions are automatic event presentation. The codes do not authorize repeated player-activated skills.

In the kit tables, both hands means hand_primary + hand_secondary, both waist points means waist_left + waist_right, both shoulders means shoulder_left + shoulder_right, and both feet means foot_left + foot_right. These are compact references to the standard attachment point map, not new anchor names.

5.2 Base Profession Kits: 12

Art ID / binding Silhouette thesis Equipment anchors Material and accent limit Animation needs
ART-PRO-B01 / CONTENT.PROFESSION.BASE[01] Broad shoulder shell and high rectangular guard edge; face stays open. hand_secondary, shoulder_left, back_high Canvas + dark iron; teal edge <=20%; no cape. BRACE, INTERCEPT
ART-PRO-B02 / CONTENT.PROFESSION.BASE[02] Long forward haft with narrow pennon and low planted stance. both hands, back_low, projectile_origin Ash wood + brushed steel; coral pennon <=15%. THRUST, MOBILE
ART-PRO-B03 / CONTENT.PROFESSION.BASE[03] Split short-coat hem and paired compact hand tools. both hands, both waist points Dyed cloth + blackened steel; gold stitches <=12%. DUAL, MOBILE
ART-PRO-B04 / CONTENT.PROFESSION.BASE[04] Tall bow crescent and offset quiver breaking one shoulder. both hands, back_high, projectile_origin Pale wood + woven cord; verdant fletching <=18%. RELEASE, MOBILE
ART-PRO-B05 / CONTENT.PROFESSION.BASE[05] Vertical staff line opposed by a square folio at the waist. hand_primary, waist_right, effect_origin Lacquered wood + paper; violet ink <=20%. CHANNEL, PULSE
ART-PRO-B06 / CONTENT.PROFESSION.BASE[06] Hanging lantern mass below the hand and open sleeve arc above it. hand_primary, waist_left, effect_origin Frosted glass + linen; green light <=8% idle. PULSE, CHANNEL
ART-PRO-B07 / CONTENT.PROFESSION.BASE[07] Block hammer head, cropped apron, and compact back tool roll. both hands, back_low, ground_front Forged steel + heavy leather; gold sparks only on contact. HEAVY, DEPLOY
ART-PRO-B08 / CONTENT.PROFESSION.BASE[08] Bare forearm wedges, wrapped fists, and short waist sash tails. both hands, waist_left, waist_right Woven wrap + matte leather; coral knots <=12%. DUAL, INTERCEPT
ART-PRO-B09 / CONTENT.PROFESSION.BASE[09] Shoulder vial rack and low triangular satchel balanced across torso. shoulder_right, waist_left, hand_primary Clear glass + waxed cloth; three liquid hues maximum. DEPLOY, RELEASE
ART-PRO-B10 / CONTENT.PROFESSION.BASE[10] Narrow upright standard behind one shoulder and short signal baton. back_high, hand_primary, effect_origin Dyed cloth + brass; gold trim <=15%. RALLY, PULSE
ART-PRO-B11 / CONTENT.PROFESSION.BASE[11] Weighted cord loop around a low asymmetrical coat and hooked hand tool. hand_primary, waist_right, ground_front Dark steel + coarse cloth; violet knots <=14%. SWEEP, MOBILE
ART-PRO-B12 / CONTENT.PROFESSION.BASE[12] Round forearm disc opposed by a long compact launcher silhouette. hand_secondary, hand_primary, projectile_origin Patinated bronze + lacquer; teal inlay <=18%. RELEASE, BRACE

5.3 Advanced Profession Kits: 24

Each pair inherits the indexed base kit's face opening and underlayer masks, but changes the outer contour, tool rhythm, and action endpoints.

Art ID / binding Parent Silhouette thesis Equipment anchors Material and accent limit Animation needs
ART-PRO-A01 / CONTENT.PROFESSION.ADVANCED[01] B01 Tall slab guard, raised collar, planted triangular foot mass. hand_secondary, both shoulders, ground_front Dark iron + quilted cloth; teal seam <=16%. BRACE, HEAVY
ART-PRO-A02 / CONTENT.PROFESSION.ADVANCED[02] B01 Small angled guard and long forward blade, leaving torso open. both hands, back_low Polished steel + canvas; coral edge <=14%. INTERCEPT, THRUST
ART-PRO-A03 / CONTENT.PROFESSION.ADVANCED[03] B02 Hooked pole head and high forked pennon make two distant endpoints. both hands, back_low, projectile_origin Blue steel + ash; verdant cord <=12%. THRUST, SWEEP
ART-PRO-A04 / CONTENT.PROFESSION.ADVANCED[04] B02 Narrow lance cone, kite pennon, and backward-streaming waist panels. both hands, back_high Brushed steel + stiff silk; coral pennon <=18%. THRUST, MOBILE
ART-PRO-A05 / CONTENT.PROFESSION.ADVANCED[05] B03 Three short tool tips fan from an angular hip sheath. both hands, both waist points Blackened steel + soft leather; gold pins <=10%. DUAL, RELEASE
ART-PRO-A06 / CONTENT.PROFESSION.ADVANCED[06] B03 Long single saber diagonal and one broad trailing scarf plane. hand_primary, waist_right, back_low Tempered steel + thin cloth; violet scarf <=20%. SWEEP, MOBILE
ART-PRO-A07 / CONTENT.PROFESSION.ADVANCED[07] B04 Greatbow exceeds head height; split quiver forms a rear fork. both hands, back_high, projectile_origin Layered wood + horn; verdant fletching <=15%. RELEASE, HEAVY
ART-PRO-A08 / CONTENT.PROFESSION.ADVANCED[08] B04 Paired compact launchers and squared magazine blocks at both hips. both hands, both waist points, projectile_origin Dark wood + brass; coral notch <=12%. DUAL, RELEASE
ART-PRO-A09 / CONTENT.PROFESSION.ADVANCED[09] B05 Ring-topped staff with three flat tablets orbiting the shoulder contour. hand_primary, shoulder_right, effect_origin Inked wood + ceramic; violet marks <=18%. CHANNEL, PULSE
ART-PRO-A10 / CONTENT.PROFESSION.ADVANCED[10] B05 Short wand and oversized clasped volume create a low-wide reading pose. both hands, waist_left, effect_origin Paper + dark leather; gold clasp <=10%. CHANNEL, DEPLOY
ART-PRO-A11 / CONTENT.PROFESSION.ADVANCED[11] B06 Twin low lanterns join through a high sleeve arc. both hands, both waist points, effect_origin Frosted glass + linen; green light <=8% idle. PULSE, DUAL
ART-PRO-A12 / CONTENT.PROFESSION.ADVANCED[12] B06 Bell pole and circular hanging screen create concentric contours. both hands, back_high, effect_origin Brass + translucent paper; teal ring <=16%. RALLY, CHANNEL
ART-PRO-A13 / CONTENT.PROFESSION.ADVANCED[13] B07 Oversized maul and compact furnace pack form opposing heavy blocks. both hands, back_low, ground_front Forged iron + fired clay; coral heat <=8% idle. HEAVY, PULSE
ART-PRO-A14 / CONTENT.PROFESSION.ADVANCED[14] B07 Long wrench profile and square folding case near the ground. hand_primary, back_low, ground_front Steel + painted wood; gold latches <=12%. DEPLOY, BRACE
ART-PRO-A15 / CONTENT.PROFESSION.ADVANCED[15] B08 Layered arm guards widen the upper body; leg ribbons point action direction. both hands, both feet Lacquered leather + cloth; coral ties <=15%. DUAL, HEAVY
ART-PRO-A16 / CONTENT.PROFESSION.ADVANCED[16] B08 Long jointed staff held low beneath an open shoulder silhouette. both hands, back_low Ash wood + woven grip; teal bands <=12%. SWEEP, INTERCEPT
ART-PRO-A17 / CONTENT.PROFESSION.ADVANCED[17] B09 Circular vial wheel rises behind one shoulder with a short sprayer forward. back_high, hand_primary, projectile_origin Glass + brass; three liquid hues maximum. RELEASE, PULSE
ART-PRO-A18 / CONTENT.PROFESSION.ADVANCED[18] B09 Tall reservoir pack and thin injector cane form a vertical pair. back_low, hand_primary, effect_origin Smoked glass + waxed cloth; green fluid <=10%. CHANNEL, THRUST
ART-PRO-A19 / CONTENT.PROFESSION.ADVANCED[19] B10 Wide split standard and waist drum create high and low signal masses. back_high, waist_left, both hands Dyed cloth + hide; gold trim <=14%. RALLY, HEAVY
ART-PRO-A20 / CONTENT.PROFESSION.ADVANCED[20] B10 Fan of slender signal needles behind a cropped conducting baton. back_high, hand_primary, projectile_origin Spring steel + lacquer; violet tips <=12%. RALLY, RELEASE
ART-PRO-A21 / CONTENT.PROFESSION.ADVANCED[21] B11 Wide weighted chain crescent stays low around a narrow upright torso. both hands, ground_front, waist_right Dark steel + coarse cloth; coral binding <=10%. SWEEP, HEAVY
ART-PRO-A22 / CONTENT.PROFESSION.ADVANCED[22] B11 Broad hooked cleaver and short segmented tether create a broken diagonal. hand_primary, waist_right, back_low Black iron + leather; violet etch <=12%. INTERCEPT, SWEEP
ART-PRO-A23 / CONTENT.PROFESSION.ADVANCED[23] B12 Three round plates step from forearm to shoulder in a rising rhythm. hand_secondary, shoulder_left, back_high Patinated bronze + canvas; teal centers <=15%. BRACE, PULSE
ART-PRO-A24 / CONTENT.PROFESSION.ADVANCED[24] B12 Long-barrel tool and rectangular shoulder stock create one exact aim line. both hands, shoulder_right, projectile_origin Dark wood + steel; gold sight <=8%. RELEASE, HEAVY

5.4 Hidden Hybrid Profession Kits: 6

The content authority resolves each hybrid's two prerequisites. Art merges one shape verb from each parent but uses a new focal mass, so the result never reads as two complete costumes stacked together.

Art ID / binding Parent binding Silhouette thesis Equipment anchors Material and accent limit Animation needs
ART-PRO-H01 / CONTENT.PROFESSION.HIDDEN[01] CONTENT.PROFESSION.HIDDEN[01].parents Half guard shell opens into a forked ritual staff above the head. hand_secondary, hand_primary, effect_origin Dark iron + paper; teal/violet accent total <=18%. BRACE, CHANNEL
ART-PRO-H02 / CONTENT.PROFESSION.HIDDEN[02] CONTENT.PROFESSION.HIDDEN[02].parents Bow arc crosses a rear vial wing while the front hand remains clear. both hands, back_high, projectile_origin Layered wood + glass; verdant/coral total <=18%. RELEASE, DEPLOY
ART-PRO-H03 / CONTENT.PROFESSION.HIDDEN[03] CONTENT.PROFESSION.HIDDEN[03].parents Lantern core hangs inside an open hammer frame. both hands, effect_origin, ground_front Forged steel + frosted glass; green light <=10%. HEAVY, PULSE
ART-PRO-H04 / CONTENT.PROFESSION.HIDDEN[04] CONTENT.PROFESSION.HIDDEN[04].parents Segmented cord draws a calligraphic loop around a rigid folio block. both hands, waist_left, effect_origin Black steel + paper; violet ink <=16%. SWEEP, CHANNEL
ART-PRO-H05 / CONTENT.PROFESSION.HIDDEN[05] CONTENT.PROFESSION.HIDDEN[05].parents Arm guards frame a narrow split standard without hiding the head. both hands, back_high, effect_origin Lacquered leather + cloth; coral/gold total <=18%. INTERCEPT, RALLY
ART-PRO-H06 / CONTENT.PROFESSION.HIDDEN[06] CONTENT.PROFESSION.HIDDEN[06].parents Long thrusting tool is balanced by offset round plates on the rear shoulder. both hands, shoulder_left, projectile_origin Brushed steel + patinated bronze; teal <=15%. THRUST, BRACE

5.5 Profession Review Gates

  • All 42 emblems pass silhouette, one-color, 24-logical-pixel, and text-free tests.
  • All 42 outer silhouettes remain identifiable on all 12 body foundations and with hair and equipment attached.
  • All 84 pose deviations declare anticipation, event tick, contact or target endpoint, recovery, interrupted final state, and reduced-motion resolution.
  • Tool reach and effect geometry must bind to the profession's authored mechanics before production. A visually attractive mismatch is rejected.
  • Advanced and hidden kits preserve the recruit's face, hair, underlayer, and palette; progression does not replace personal identity.

6. Trait Presentation: 36

Each trait receives one compound emblem whose left mass represents benefit and right notch represents cost. Color follows the affected mechanic, while notch direction and border pattern provide the non-color read.

Deliverable Per trait Total
Compound emblem master 1 36
Benefit state 1 36
Cost state 1 36
Battle trigger badge 1 36
Inspect and result crop derived 36 bindings

The exact trait icon concept binds to CONTENT.TRAIT[n].benefit, .cost, .trigger, and .visibility. Traits do not receive body, face, costume, or full-screen effect variants. A trigger badge appears beside its causal actor for one bounded event and remains available in the event inspection record.

7. Equipment And Artifact Presentation

7.1 Equipment: 320

Every equipment row receives one object identity and one behavior-read key, even when its effect resolves through comparison, timing, targeting, reach, resource flow, status policy, or profession behavior rather than an attack.

Required unit Per equipment row Exact total Runtime form
Object design sheet 1 320 source-only turnaround, scale, material, and grip notes
Inventory object export 1 320 transparent 384 master with 192 and 96 derivatives
Compact silhouette 1 320 shop, comparison, and event-log use
Behavior-read key 1 320 one of compare, target, timing, reach, resource, status, profession, or trigger geometry
Equipped attachment W W required when CONTENT.EQUIPMENT[n].visual_anchor != none
Stowed attachment S S required when the content row exposes a stowed state

0 <= S <= W <= 320. Integration must resolve W and S by querying all 320 content rows; neither may be estimated from item naming. The mandatory package therefore contains 320 source sheets and 960 runtime manifestations, plus W + S attachment manifestations.

Equipment state rules:

  • neutral, selected, unavailable, equipped, compared, and protected states use engine frames and shape masks around the same object export;
  • long tools use normalized diagonal bounds so they do not appear weaker merely because they occupy fewer pixels;
  • material, construction, and edge profile identify an object before rarity;
  • a behavior-read key appears at the earliest affected decision and at the causal battle or result event;
  • head, back, hand, shoulder, waist, and foot attachments use the standard anchor map and declare hair, sleeve, and profession occlusion masks;
  • an upgrade adds a bounded construction detail or state marker, never a full hue replacement or larger persistent glow.

7.2 Artifacts: 60

Artifacts are shared rule objects and never appear as worn equipment.

Required unit Per artifact Exact total Runtime form
Object and material design sheet 1 60 source-only identity and scale
Inspect object export 1 60 transparent 384 master
Compact rule emblem 1 60 shop, build summary, and event log
Trigger seal 1 60 awaken, modify, conflict, or expire endpoint

The package contains 60 source sheets and 180 runtime manifestations. The trigger seal binds to CONTENT.ARTIFACT[n].rule, .trigger, .conflict, and .duration. Persistent artifact UI uses the compact emblem and engine-rendered state; it never adds a permanent full-screen particle layer.

8. Enemy And Boss Production

8.1 Ordinary And Elite Enemies: 100

Let O be the authoritative ordinary count and E the elite count, with O + E = 100. Let E_r be enemy count in region r, with sum(E_r for r=01..08) = 100. These variables must resolve from content IDs.

Every enemy identity receives:

Deliverable Per identity Exact or formula total
Identity and mechanic sheet 1 100
Battle rig or curated atlas 1 100
Inspect portrait crop 1 100
Mechanic glyph 1 100
Forecast/resolution VFX binding 1 bundle 100 bundles
Core motion states 8 800 states
Elite pressure and secondary-mechanic states 2 when elite 2 * E states

The eight core states are enter, idle, reposition, basic_action, signature_action, hit, interrupted, and defeat. Elite additions are pressure_shift and secondary_action. Variant palette, size, difficulty, or region dressing does not create another identity.

Enemy visual acceptance:

  • one dominant outer contour exposes the signature mechanic before action;
  • the forecast uses explicit origin, affected order range, resolve direction, and cancel state;
  • enemy and recruit tools do not share the same silhouette when they create different target rules;
  • defeat poses preserve the body thesis and do not resemble an imminent attack;
  • region materials may grow from or erode the body, but never cover the mechanic endpoint or replace identity with a tint.

8.2 Bosses: 16

Let B_r be boss count in region r, with sum(B_r for r=01..08) = 16. Distribution and phase count come from content.

Deliverable Per boss Exact total
Turnaround, scale, and mechanic sheet 1 16
Multi-part battle rig 1 16
Inspect plate 1 16
Boss emblem 1 16
Forecast geometry bundles 3 48
Minimum named motion states 14 224

The 14 minimum states are intro, idle, reposition, basic_action, three signature_action states, hit, interrupted, pressure_shift, phase_transition, recovery, defeat, and result_hold. Extra phases add only content-bound actions and transitions; they do not duplicate the whole package by recolor.

Boss staging rules:

  • a boss has one stable ground and targeting origin even when secondary parts extend above or behind it;
  • body area may occupy at most 38 percent of the reference playfield width and 58 percent of its height before a special camera review is required;
  • no decorative limb, cloth, weather, or effect may cover a forecast endpoint, the party's front three head contours, or priority controls;
  • phase change alters at least one outer mass, material state, and motion cadence. A hue swap alone fails;
  • all three forecast bundles include preview, imminent, resolve, cancel, and reduced-motion final states.

9. Region Art Families: 8

9.1 Exact Package Count

Each region receives the same countable shell while its content and composition remain distinct.

Deliverable per region Per region Total for 8
Shape, palette, light, and material key 1 8 source keys
Layered shop/arrival context 1 8 masters
Layered route context 1 8 masters
Common battle foundation 1 8 masters
Elite battle foundation 1 8 masters
Boss battle foundation 1 8 masters
Prop families 18 144 families
Atmosphere/light overlays 4 32 overlays
Region emblem 1 8 emblems
Runtime region-bound visual families 28 224

Each master environment separates:

opaque sky, far terrain, far structures, midground structures,
playfield foundation, state-bearing props, atmosphere/light,
foreground occluders

No master bakes actors, text, rewards, target marks, hazards, or UI. Foreground occluders declare keep, lower, fade, or remove behavior for actor and forecast overlap.

9.2 Eight Region Keys

The names below are internal art keys. Integration maps each once to CONTENT.REGION[01..08]; they are not product-facing region names.

Art ID Shape and spatial grammar Material limit Palette and light Motion and occlusion rule
ART-REG-01 Layered wind-cut shelves and narrow vertical markers. Pale stone, weathered timber, woven cloth. Green sky bounce, coral sun edges, blue distance. Cloth and grass move in three timed groups; reduced mode holds one bent final pose.
ART-REG-02 Overlapping leaf fans and suspended root bridges with open actor windows. Dark bark, broad leaves, glazed seed pods. Verdant mids, violet shadow, gold spores. Canopy motion never crosses forecast endpoints; foreground leaves fade early.
ART-REG-03 Faceted salt flats and low mirrored basins broken by hard diagonals. Chalk crystal, dark mineral, tarnished metal. Paper-white ground, teal reflection, coral horizon. Reflection is static in low power; glare never sits behind bars or target lines.
ART-REG-04 Soft reed columns, round pools, and low woven walkways. Reed, wet clay, oxidized copper. Mineral teal, deep green, pink dusk. Mist moves below knees only; tall reeds lower before an actor enters their bounds.
ART-REG-05 Stacked kiln terraces, heavy arches, and repeated square vents. Fired brick, black iron, pale ash. Coral heat, charcoal mass, cool blue smoke. Heat shimmer is localized and disabled in reduced motion; ash avoids face silhouettes.
ART-REG-06 Long tidal curves, upright shell ribs, and broad open horizon. Salt wood, shell, blue ceramic. Teal water, gold sky, violet deep shadow. Water bands use slow opposing loops; no screen-wide lateral drift in reduced mode.
ART-REG-07 Stepped snow shelves and dark needle clusters around clear ground rails. Snow crust, dark stone, resinous wood. Blue-white light, green-black trees, coral cloth accents. Snowfall density drops behind actors; low power keeps only near-ground drift.
ART-REG-08 Broken observatory rings and deep void shapes held by thin bridges. Dark stone, pale brass, luminous glass. Violet depth, paper-white stars, verdant instrument light. Ring movement pauses during forecasts; reduced mode swaps rotation for indexed final states.

The content merge may reorder these keys to fit region mechanics. It may not reuse one key for two regions or resolve a mismatch through recolor alone.

9.3 Prop Family Contract

The 18 prop families per region are exactly:

  • 8 compact context props;
  • 4 wide or tall structural props;
  • 2 state-bearing shop or route objects, each with inactive and active states;
  • 2 battle-interaction props, each with neutral, forecast, resolve, and spent states;
  • 1 reward presentation plinth;
  • 1 boss mechanism set with content-bound states.

Placements and color variants do not increase the family count. Every prop declares playfield bounds, overlap policy, state events, light contribution, and reduced-motion and low-power behavior.

10. UI Support Art Inventory

Screen layout, text, controls, and navigation remain owned by the UX authority. This section supplies text-free visual material to UX.SCREEN.* bindings.

Family Exact count Notes
Core material swatches 6 Inked paper, dark enamel, woven cloth, pale ceramic, brushed metal, clear glass.
Nine-slice frame masters 14 Dock, drawer, tray, list row, compare, inspect, tooltip, modal, toast, result, warning, settings, tab, and selection.
Universal tool icons 40 Navigation, sort/filter, compare, reorder, equip, inspect, pause, speed, retreat, settings, accessibility, and save families.
Universal state icons 32 Cost, availability, capacity, lock, warning, target, timing, casualty, recovery, reward, and persistence families.
Party-order and target markers 18 Front/rear caps, slot, insertion, swap, exposure, protection, reach, selected, acting, and area shapes.
Status icon containers 12 Shape-coded containers; content status glyphs bind after schema merge.
Empty/error support illustrations 8 Empty shop, no recruit, no equipment, full party, incompatible, unavailable, interrupted, and recovery-needed states.
Cursor/focus forms 12 Touch, mouse, controller, keyboard, and high-contrast variants.
Region emblems 8 Counted in Section 9, not duplicated.
Profession emblems 42 Counted in Section 5, not duplicated.
Trait emblems 36 Counted in Section 6, not duplicated.
Equipment silhouettes 320 Counted in Section 7, not duplicated.
Artifact emblems 60 Counted in Section 7, not duplicated.
Enemy mechanic glyphs 100 Counted in Section 8, not duplicated.
Boss emblems 16 Counted in Section 8, not duplicated.

The UI-only subtotal is 142 masters before content-bound status glyphs: 6 + 14 + 40 + 32 + 18 + 12 + 8 + 12 = 142. All icons pass one-color, shape-only, light-background, dark-background, and 130-percent-text-neighbor tests. Text, numbers, bars, timers, ordering numbers, and comparison deltas remain engine-rendered and localizable.

Each of the 142 UI masters retains its source record, validated export, import binding, UX.SCREEN.* state binding, and high-contrast evidence. Icon and cursor masters export at 24, 32, and 48 logical pixels; these scale derivatives are not new visual identities.

11. Animation Architecture

11.1 Common Recruit Motion Slots

Each of 12 body foundations supplies these 16 motion slots. Profession kits replace hand, tool, outer garment, and timing keys where Section 5 requires.

Slot Timing contract Event and final state Reduced-motion form
idle_observe 2.8-4.5 s loop Quiet breathing; stable feet and tool. Still final pose with occasional eye change.
ready 0.25-0.45 s Center lowers when battle becomes authoritative. Two-pose settle.
enter 0.5-0.9 s Arrives at assigned order point. Short crossfade into ready pose.
reorder_step 0.25-0.55 s per adjacent move Feet cross one order marker and settle. Direct pose swap with moving order token.
advance 0.35-0.7 s Moves to action rail without changing stored order. Start and end poses only.
retreat 0.35-0.7 s Returns to stored order point. End-pose snap after resolved event.
basic_close 0.55-0.95 s Contact event at declared tool endpoint. Anticipation and impact poses.
basic_distance 0.65-1.0 s Release event at projectile_origin. Aim and release poses.
channel 0.8-1.4 s plus ticks Stable effect_origin; explicit interrupt recovery. Start, tick marker, final pose.
support 0.6-1.1 s Ally endpoint receives effect before actor recovers. Gather and resolved poses.
guard 0.4-0.8 s Protected relation visible through contact. Closed guard final pose.
hit_light 0.2-0.4 s Directional recoil; ground remains stable. One offset pose plus contour.
hit_heavy 0.35-0.7 s Lowered center and longer recovery. Impact and recovery poses.
forced_move 0.35-0.75 s Displacement and new legal position both visible. Ghosted origin and final marker.
casualty_hold transition plus hold Tool lowers and state remains inspectable. Still final pose.
victory_settle 1.2-2.4 s once Restrained relief, then stable result pose. Stable result pose only.

Motion timing scales from SYSTEM.COMBAT.EVENT_SCHEMA. Presentation may compress recovery and secondary in-betweens at higher battle speed, but never removes forecast onset, authoritative event frame, target response, or resolved final state.

11.2 Event Binding Record

Every animated action records:

source_actor, action_id, trigger_event, anticipation_start, commit_event,
target_snapshot, contact_or_release_event, repeated_tick_events, recovery_end,
interrupt_event, origin_anchor, endpoint_geometry, ground_pivot,
occlusion_policy, speed_variant, reduced_motion_final, low_power_variant

Animation is rejected if a visible contact occurs before the authoritative event, if a target reacts without a committed result, or if interruption leaves an effect or tool in the resolved final state.

11.3 Source-To-Runtime Animation States

Actor family Source package Required runtime motion count
Recruit bodies 12 body masters with separated parts 192 common body states
Profession deviations 42 kit masters 84 auto-action deviations
Ordinary/elite enemies 100 identity masters 800 + 2 * E states
Bosses 16 multi-part masters 224 minimum states
State-bearing regional props 40 prop families 144 states: 16 shop/route props * 2 plus 16 battle props * 4 plus 8 boss mechanism sets * 6

The regional-prop total assumes one boss mechanism set per region with six states and is independent of boss actor motion. Frame counts are chosen after play-size key-pose review; extra in-betweens are not extra states.

12. Horizontal Party-Line Staging

12.1 Spatial Grammar

  • The player party reads left-to-right from protected rear to exposed front. Enemy staging faces right-to-left toward the party front; any enemy ordering rule must come from SYSTEM.COMBAT.EVENT_SCHEMA rather than this catalog.
  • The two fronts face across a central action gap. The player's front marker, rear cap, insertion points, and order numbers stay visible during preparation and inspection.
  • All deployed recruits remain on one continuous ground rail. A presentation offset of at most 8 logical pixels separates overlapping feet; it does not create another tactical row.
  • Slot centers derive from SYSTEM.PARTY.CAPACITY_PROFILE and the current viewport. The minimum gap is the largest value that keeps both fronts, the active target, and controls inside safe bounds.
  • When the deployed party grows, spacing compresses before actor scale. Actor scale may change only within the approved silhouette range and applies to the whole party, never to one supposedly less important recruit.

12.2 Depth And Occlusion

Draw order follows ground contact from rear to front, then applies explicit tool and effect layers. The following invariants hold in the busiest approved composition:

Invariant Limit
Recruit torso hidden by allies <=35%
Recruit head contour hidden by allies <=15%
Profession tool endpoint hidden 0% during forecast and action
Target contour hidden by effects <=10% of perimeter
Party-order marker hidden 0%
Foreground environment over acting actor 0%
Simultaneous high-salience allied actions 2 maximum
Simultaneous high-salience enemy actions 2 maximum

If the simulation commits more actions at once, the presentation groups secondary results into low-salience impacts while preserving each causal event in inspection. It does not reorder simulation outcomes.

12.3 Action Rail

An acting recruit may step from its order point to a temporary action rail in the central gap. The stored order marker remains behind, connected by a thin paper-white tether. After resolution the recruit returns to the same marker unless SYSTEM.COMBAT.EVENT_SCHEMA commits displacement or loss. Distance actors may act in place; support endpoints remain inside the party line.

This device prevents action overlap while preserving the strategic order. It must pass at the largest simulated deployment target and with the widest boss silhouette.

12.4 Target, Damage, Healing, And Protection Read

Event Forecast shape Resolution shape Non-color proof
Single target Pointed bracket around one ground contact Inward contact wedge One endpoint and one direction notch
Ordered range Bracket spans consecutive order markers Sequential contact ticks Visible start and stop caps
Whole party Open baseline beneath every party marker One low outward wave Repeated group notches
Damage Toothed inward contour Directional ink break and actor response Jagged edge and hit direction
Healing Open leaf contour Upward fill and stable recovery pose Split leaf endpoint
Protection Closed double bracket Intercept line, absorb plane, or break seam Closed contour and relation line
Deterministic terminal outcome No terminal cue before resolution; retain the action forecast Per-recipient shape from the outcome map below Outcome-specific contour and causal label, never a generic gap
Forced movement Origin ghost plus destination bracket Actor lands on destination marker Arrow body with blocked variant
Permanent loss Segmented condition frame Still final contour, lowered tool, history seal Broken lower edge, never a reward burst

Terminal cues bind one-to-one to SYSTEM.COMBAT.EVENT_SCHEMA records. They do not add an undeclared resolution check and do not reinterpret forecast divergence as an action result.

Outcome ID Resolution shape Required causal read
AO_APPLIED Behavior-specific contact closes at the actual recipient with a filled endpoint. Applied component and actual recipient; a moved-but-legal target keeps the same endpoint.
AO_NO_CHANGE The contact reaches an intact contour and ends in a flat cap/current-state bar. Legal recipient plus the cap or current-state reason for zero primary change.
AO_INVALID_REACH A measured reach line breaks between origin and intended target. Old/current depth and required reach remain inspectable.
AO_INVALID_UNTARGETABLE An outward-facing exclusion notch opens in the intended target contour. Declared exclusion rule and remaining duration, not actor motion alone.
AO_INVALID_FALLEN The intended marker is left empty and linked to the earlier casualty seal. Earlier death event caused invalidation; no substitute target is implied.
AO_INVALID_FILTER A candidate-filter frame closes outside the intended target. Exact side, state, or tag filter that no longer permits the target.
AO_INTERCEPTED The intended path branches to the interceptor; the intended endpoint stays hollow. Interceptor and routing/protection rule; the actual recipient receives its own component cue.
AO_BLOCKED A square stop plane meets the component and loses one charge notch when applicable. Named blocker actor/rule and committed charge or delta.
AO_IMMUNE A closed seal forms around the rejected component glyph at the actual recipient. Immunity tag and source; no resistance roll is implied.
AO_RESISTED The status glyph reaches the target boundary and stops against a crosshatched threshold line. Stored status roll, threshold, Potency, and Tenacity.
AO_FIZZLED Source geometry folds inward before any recipient endpoint forms. Invalid cause, failed retarget or empty ground result, and declared refund.
AO_INTERRUPTED A crossbar cuts the source wind-up/channel and holds the interrupted actor pose. Interrupter/rule and declared refund; no target defense is implied.

Area and multi-component actions draw the terminal shape at each actual recipient. APPLIED_ALL, APPLIED_PARTIAL, and APPLIED_NONE may appear only after the per-recipient cues and never replace them or act as trigger IDs. For a mixed area result, applied, immune, and no-change recipients therefore retain three distinct endpoint shapes in the same resolved frame. When more than two results resolve together, secondary endpoints become compact ground-contact badges rather than disappearing; inspection preserves every causal label.

At 130 percent text, causal labels occupy the UX-defined text-safe band and do not cover faces, order markers, or endpoint shapes. Reduced-motion mode uses the resolved shape and final actor pose without path travel. Low-power mode keeps every endpoint badge and derived summary while removing only secondary particles and trails.

Floating values are engine-rendered and secondary. They occupy a dedicated vertical band above the target, merge repeated low-value ticks, and never cover faces, order markers, or forecast endpoints.

12.5 Battle-Speed Presentation

Every speed mode preserves four visual facts: forecast onset, committed action, affected target, and resolved state. Higher speed may remove idle holds, secondary arcs, trailing particles, and recovery in-betweens. It may not make a telegraph appear after impact or collapse distinct opposing causes into one unlabeled burst. Pause freezes actors and VFX at an inspectable frame while UI motion settles to its final state.

13. VFX Language And Count

13.1 Global Semantic Masters

VFX family Authored states Count Shape rule
TARGET acquire, hold, release, invalid 4 Pointed brackets and explicit endpoint.
THREAT forecast, imminent, resolve, cancel 4 Saw-edge clocking toward impact.
DAMAGE light, heavy, critical, repeated 4 Directional ink fracture, never a radial reward burst.
HEAL acquire, pulse, excess, blocked 4 Open leaf and upward fill.
PROTECT gain, intercept, absorb, break 4 Closed double bracket and seam.
DEFENSE_OUTCOME AO_INTERCEPTED, AO_BLOCKED, AO_IMMUNE, AO_RESISTED 4 Branched route, square stop, closed seal, or crosshatched status threshold.
INTERRUPT windup, interrupt, stagger, recover 4 Crossing bars and halted motion line.
MOVE step, forced, pull, blocked 4 Origin ghost, destination, and direction body.
STATUS apply, stack, tick, expire, cleanse, resist 6 Container shape plus content-bound glyph.
RESOURCE gain, spend, full, insufficient 4 Measured segment movement, not free particles.
TIMING ready, cooling, accelerated, delayed 4 Radial tick with asymmetrical speed marks.
TRAIT benefit, cost, trigger, blocked 4 Compound emblem retains polarity notch.
EQUIPMENT equip, trigger, charge, exhaust 4 Object silhouette remains at the origin.
ARTIFACT awaken, modify, conflict, expire 4 Rule seal opens, intersects, or closes.
CASUALTY danger, hold, permanent loss, replacement 4 Segmented lower contour, no celebratory shape.
REWARD reveal, select, claim, duplicate-blocked 4 Quiet radial seal with object centered.
SAVE saving, saved, recovered, conflict 4 Compact UI-only folded-paper mark.
Total 70 semantic state masters

Each master includes normal, reduced-flash, reduced-motion, and low-power instructions. These are state definitions; compatible families may share brushes, particles, masks, and line shaders without sharing semantic shapes.

13.2 Identity-Bound Effect Briefs

Binding family Exact bundles States required per bundle Exact binding-state count
Profession signature geometry 42 anticipation, active, resolve, reduced final 168
Trait trigger 36 benefit and cost 72
Enemy signature mechanic 100 forecast, resolve, cancel 300
Boss forecast geometry 48 forecast, imminent, resolve, cancel, reduced final 240
Equipment behavior-read key 320 earliest-decision and causal-result 640
Artifact trigger seal 60 dormant, trigger, modified, conflict 240
Total 606 bundles 1,660 binding states

Binding states may point to a global semantic master plus authored geometry. They are still separate manifest rows because they prove that every content identity has a readable cause and endpoint.

13.3 Density, Flash, And Layer Rules

  • Only the current forecast, current impact, and one persistent state effect may occupy the highest salience tier at once.
  • Secondary impacts use shorter contours and no camera motion. Ambient region particles immediately yield behind a forecast.
  • No full-screen white flash, alternating full-screen value pulse, rapid color inversion, or effect that hides faces and order markers is permitted.
  • Standard mode uses at most one strong luminance rise per committed action. Reduced-flash mode replaces it with contour thickness and a held endpoint.
  • Trails end at the authoritative endpoint and clear before another actor uses the same space. Persistent effects move to compact ground or status markers.
  • Blend mode, edge color, alpha falloff, pivot, event time, lifetime, pool cap, and interruption cleanup are specified in every effect manifest.

14. Accessibility, Reduced Motion, And Low Power

14.1 Required Variant Matrix

Feature Standard Reduced motion Reduced flash Low power
Recruit idle Full restrained loop Held pose plus rare eye change Same as selected motion mode Held pose
Reorder Physical adjacent step Direct pose swap plus moving order token No change Two-pose step
Auto-action Full anticipation/action/recovery Anticipation and resolved poses Contour impact, no luminance spike Fewer in-betweens and no secondary trail
Forced movement Actor travel plus origin ghost Origin ghost and destination pose No flash on landing Linear travel only
Boss phase Body mass shift, material state, bounded effect Indexed before/after poses Held outline change No ambient debris or camera motion
Region atmosphere Layered loops Static directional final states No lightning-like pulses One near layer at reduced density
UI transition Short position/fade motion Immediate state swap or short dissolve No bright wipe Immediate state swap
Reward Object reveal and quiet radial seal Object present plus seal final state Shape expansion only Object and static seal

Reduced motion, reduced flash, and low power are independent toggles. Any combination must produce a valid final state. Muting audio never removes visual timing or cause. High contrast preserves region identity while adding paper-white and charcoal separation contours around actors, targets, and controls.

14.2 Color And Text Independence

  • Every semantic color has a unique contour, endpoint, or fill direction.
  • Pattern density remains visible under common color-vision simulations and in grayscale.
  • Icons do not bake text, letters, numbers, or direction words.
  • At 130 percent text, art yields within the UX-defined text-safe region rather than shrinking labels or covering portraits.
  • Focus and selection use both a contour and a stable marker; hover is never required to understand state.

14.3 Low-Power Budget

Low power removes background parallax, secondary cloth and hair loops, nonessential trails, ambient spawn bursts, and more than one atmosphere layer. It keeps all forecasts, action events, target responses, casualty states, reward claims, order changes, and save states. Particle population targets 30 percent of standard; actor and effect key poses remain unchanged.

15. Source-To-Runtime Production Plan

15.1 Family Tracking Requirements

Family Brief/source ledger rows Required export or runtime bindings
Recruit modules 208 masters 646 authored state cells plus deterministic recipe bindings
Profession kits 42 packages 42 silhouettes, 42 tool sets, 126 device states, 84 action deviations, and 42 effect briefs
Trait presentation 36 packages 36 emblems, 72 polarity states, and 36 trigger badges
Equipment 320 packages 960 mandatory manifestations plus W + S content-resolved attachments
Artifacts 60 packages 180 runtime manifestations
Regions 8 art keys 224 region-bound visual families
Ordinary/elite enemies 100 packages 100 rigs, portraits, glyphs, and effect bundles plus 800 + 2 * E motion states
Bosses 16 packages 16 rigs, plates, and emblems plus 224 motion states and 48 forecast bundles
UI-only art 142 masters 142 screen-state families plus declared scale derivatives
Global VFX 70 semantic state masters 1,660 identity-bound states across 606 manifest bundles

Every row advances independently through the lifecycle in Section 1.4. A family total cannot mark missing identity rows as complete, and a scale, palette, difficulty, frame, or accessibility variant cannot fill an identity binding.

15.2 Representative Visual Slice

Bulk production remains frozen until one content-bound slice proves the system:

BINDING.SLICE.REGION
BINDING.SLICE.BASE_PROFESSION
BINDING.SLICE.ADVANCED_PROFESSION
BINDING.SLICE.TRAIT
BINDING.SLICE.EQUIPMENT
BINDING.SLICE.ORDINARY_ENEMY
BINDING.SLICE.ELITE_ENEMY
BINDING.SLICE.BOSS
BINDING.SLICE.ARTIFACT

The slice uses generated recipes for at least four recruits across at least three body foundations, four hair families, the two profession kits, distinct equipment manifestations, and one visible trait trigger. It shows preparation, reorder, battle opening, forecast, automatic action, pressure, casualty or recovery, reward, and persistent result at the UX-defined minimum, reference, and maximum landscape viewports.

The fixed focal order is:

  1. current acting or threatened actor and target relation;
  2. party front-to-rear order and protection exposure;
  3. the profession, equipment, trait, enemy, boss, or artifact cause.

A normal-render interaction recording is required before any runtime gate can pass. Static concepts and isolated sprite sheets cannot prove staging, motion, occlusion, timing, or accessibility.

15.3 Batch Order

  1. Resolve all content, system, and UX bindings and reject mismatched visual kits before media requests.
  2. Graybox the representative region, longest approved party, widest boss, UI safe areas, action rail, and all feedback geometry.
  3. Approve one body foundation, two contrasting face structures, two hair families, one base kit, one advanced kit, and their full anchor masks.
  4. Produce only the representative enemy, boss, equipment, trait, artifact, region, UI, animation, and VFX sources needed by the slice.
  5. Import, integrate, capture, and review normal, busy, pressure, result, high-contrast, 130-percent-text, reduced-motion, reduced-flash, and low-power states.
  6. Repair the earliest failed boundary before expanding a library.
  7. Scale by compatible body, profession, region, enemy, item, and effect batches only after source-to-runtime traceability and play-size readability pass.
  8. Produce platform and store visuals only from accepted runtime states under a later owner-approved Goal.

15.4 Human Review Boundaries

Design review can approve countability and coherence. It cannot approve final drawing quality, animation feel, runtime focal hierarchy, device performance, localization fit, photosensitivity comfort, or release presentation. Those gates remain open until named evidence exists at the corresponding lifecycle state.

16. Quantitative Coverage Audit

Frozen family Gameplay count Production coverage in this catalog
Generated recruit system unbounded recipes 208 modular masters, 646 authored state cells, deterministic recipe and validation rules
Base professions 12 12 row-specific kits
Advanced professions 24 24 row-specific kits, exactly two per base
Hidden hybrid professions 6 6 row-specific kits with unresolved parent bindings
All professions 42 42 packages, 42 emblems, 42 silhouettes, 42 tool sets, 126 device states, 84 action deviations, 42 effect briefs
Traits 36 36 compound emblems, 72 polarity states, 36 trigger badges
Equipment 320 320 source sheets, 320 objects, 320 compact silhouettes, 320 behavior-read keys, plus content-bound attachments
Artifacts 60 60 source sheets, 60 objects, 60 compact emblems, 60 trigger seals
Ordinary/elite enemies 100 100 packages, 800 core motion states plus 2 * E, 100 mechanic effect bundles
Bosses 16 16 packages, 224 minimum motion states, 48 forecast bundles
All hostile identities 116 116 identity packages with region and mechanic bindings
Regions 8 8 keys, 40 layered environments, 144 prop families, 32 atmosphere overlays, 8 emblems
UI-only art n/a 142 masters plus explicitly bound content icons
Global VFX n/a 70 semantic state masters
Identity-bound VFX 606 bundles 1,660 binding states

Counts prove planned coverage only. They do not prove content distinctness, asset quality, integration, runtime readability, performance, or fun.

17. Design Acceptance And Open Gates

17.1 Candidate Checklist

  • Modular body, face, hair, detail, underlayer, profession, palette, and equipment composition is defined and production-countable.
  • All 42 profession bindings have distinct silhouettes, equipment anchors, material limits, and animation needs.
  • All 36 traits, 320 equipment items, and 60 artifacts have exact visual packages and causal presentation bindings.
  • Eight region families, 100 ordinary/elite enemies, and 16 bosses have exact packages, source states, motion coverage, and integration formulas.
  • The single horizontal party-line composition defines staging, action space, overlap limits, target/damage/heal/protection feedback, and busy state salience.
  • Reduced motion, reduced flash, high contrast, large-text adjacency, mute, and low-power behavior are specified.
  • The catalog creates specifications only and contains no final media or third-party commercial assets.

17.2 Gates That Remain Open

  • Content, system, and UX bindings are resolved after workstream merge.
  • Representative graybox proves the longest approved party and widest boss at all target landscape viewports.
  • Representative source art passes identity, anatomy, line, palette, material, anchor, and occlusion review.
  • Animation and VFX pass normal-render timing, causal-event, interruption, speed, reduced-mode, and fatigue review.
  • Named human and target-device reviews accept the integrated presentation.
  • Owner separately authorizes bulk media production and release work.

Failure at any open gate returns to the earliest affected source, composition, motion, effect, or integration boundary. No downstream evidence state may be claimed early.