65 KiB
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.mdrevisiondesign-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:
- who is exposed at the front and who is protected farther back;
- which actor will act, whom the action will affect, and when it will resolve;
- which profession, equipment, trait, or artifact caused the result;
- 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_SCHEMArather 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_PROFILEand 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 |
| Miss or evade | Forecast separates from actor | Broken endpoint and preserved pose | Dashed gap, no impact contact |
| 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 |
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. |
AVOID |
miss, dodge, immune, resist | 4 | Broken endpoint with a preserved body contour. |
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:
- current acting or threatened actor and target relation;
- party front-to-rear order and protection exposure;
- 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
- Resolve all content, system, and UX bindings and reject mismatched visual kits before media requests.
- Graybox the representative region, longest approved party, widest boss, UI safe areas, action rail, and all feedback geometry.
- Approve one body foundation, two contrasting face structures, two hair families, one base kit, one advanced kit, and their full anchor masks.
- Produce only the representative enemy, boss, equipment, trait, artifact, region, UI, animation, and VFX sources needed by the slice.
- Import, integrate, capture, and review normal, busy, pressure, result, high-contrast, 130-percent-text, reduced-motion, reduced-flash, and low-power states.
- Repair the earliest failed boundary before expanding a library.
- Scale by compatible body, profession, region, enemy, item, and effect batches only after source-to-runtime traceability and play-size readability pass.
- 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.