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# Aetherbound Guild Japanese 2D Visual Direction
> Status: `OWNER-APPROVED DIRECTION / RUNTIME REPAIR REQUIRED`
> Accepted battle reference:
> [Accepted battle reference](../prototype/generation/phase6_ui_direction_01/outputs/05_battle_ui_japanese_scale.png)
## One-Line Identity
A bright Japanese 2D hand-drawn fantasy guild crosses softly painted unstable
worlds as a long line of ordinary, replaceable adventurers whose professions,
equipment and survival are readable directly in battle.
## Three-Second Read
Without reading the title, the player must recognize:
1. a Japanese fantasy auto-battler in a painted side-view world;
2. one continuous allied Company line facing a materially different enemy line;
3. an imminent action or danger that will test the player's preparation.
## Character Direction
- Thin, controlled Japanese animation linework with restrained cel color.
- Mature five-and-a-half to six-head proportions; no chibi presentation.
- Ordinary units occupy approximately 10-14% of the landscape canvas height.
- Profession identity comes from silhouette, weapon/tool, stance and action, not
a large text label or oversized portrait.
- Allied units face right; enemies face left. The line has visible horizontal
travel and real contact before melee impact.
- Generated Recruits are replaceable participants, not permanent protagonists.
- Bosses may be substantially larger, but cannot remove crowd readability or
cover the full tactical corridor.
## Environment Direction
- Softly painted sky, architecture, vegetation, route machinery and local
hazards with clear atmospheric depth.
- Separate background, midground, playable ground and foreground layers.
- Bright readable daylight and region-specific weather are preferred over a
generic dark-blue stage.
- Environment tells the Region rule visually: heat/constructs, archive clauses,
echoes, rail order, hidden information and synthesis each require distinct
shapes and props.
- The central combat corridor stays readable; tall decoration cannot cut actors
apart or hide attacks.
## UI Direction
- World first, compact instruments second.
- Top HUD carries objective, side pressure and pause/speed/inspect tools.
- Bottom HUD carries the Company line, HP/resource state and selected details.
- Materials use charcoal ink, ivory enamel, repaired canvas, weathered brass,
aether cyan, danger coral and safe green.
- Repeated offers and inventory cells may use bounded frames. Page sections and
the gameplay surface may not become nested cards.
- Engine-rendered Chinese and English remain crisp, with icon plus shape support
for every important state.
## Motion Direction
- Idle motion is subtle and never replaces gameplay animation.
- Melee uses anticipation, forward travel/contact, impact and recovery.
- Ranged action visibly releases a projectile or line effect from the attacker
to the legal target.
- Healing visibly originates from the healer and changes the recipient's state.
- Guard, hurt, defeat and victory have distinct poses with stable anchors.
- Floating damage/healing values appear at the affected actor, rise and settle
quickly, and never cover the next priority action.
- Reduced motion removes travel exaggeration and camera motion, but preserves
readable anticipation, impact and legal final state.
## Explicit Rejections
- Pixel art, nearest-neighbor enlargement and low-resolution palette reduction.
- Western steampunk hero-poster rendering or glossy 3D characters.
- Oversized ordinary characters that leave room for only two or three actors.
- Card-wall dashboards, generic dark panels and app-like form pages.
- Decorative particles or idle loops presented as battle animation.
- Fixed named-hero storytelling, rarity framing or authored social-bond systems.
- Pseudo-text baked into generated art.
## Production Rule
One representative runtime battle must pass before bulk page or Region asset
production. Concept art controls direction; only imported, gameplay-bound and
normal-rendered assets prove implementation. Owner review remains the final
visual gate.