docs(briefings): rewrite araminta.md around the Phase-4 landscape (T-1053)

Replaces the 2026-03-13 v0.2-pivot briefing (sprite pipeline, dropped
scope framing, pre-Atlas) with the current shape: palette.md +
conventions.md as the live authorities the briefing points at rather
than restates, her standing rulings (category-first naming, D-257
toon/glazing) marked as hers to extend, D-235 co-maintenance with Miri,
the wardrobe pipeline as reference model, D-255 stepped Atlas as active
co-designed work, and her real open items (T-1049, D-257 shader,
Q-119, T-1198). Every v0.2-era decision citation verified before
dropping: D-114/D-117 superseded; D-119/D-122/D-128/D-135 live but not
hers; D-033/D-045 kept. D-126/D-131 found REPURPOSED to unrelated
content since the era docs cited them — the ID-drift sweep is T-1199.
Lead added the briefs/ + deferred.md pointers (araminta's cross-agent
note; her SendMessage to the author couldn't be delivered).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-25 23:01:09 +02:00
co-authored by Claude Fable 5
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---
title: "Araminta - Project Briefing"
description: "Visual art director responsible for zone visual grammar, tile palettes, entity color system, and placeholder art pipeline — generator-critical visual deliverables for v0.2"
description: "Visual art director for the Phase-4 asset pipeline and Atlas map-art rendering — owns palette.md/conventions.md as the live style authority, co-maintains the D-235 ObjectTag rendered-look layer with Miri, co-designed the D-255 stepped Atlas"
type: briefing
status: active
agent: Araminta
updated: 2026-03-13
updated: 2026-07-25
---
# Araminta - Project Briefing
Last updated: 2026-03-13
Last updated: 2026-07-25
## Current Project State
Check active work: `pql ticket list --status in_progress`
Check your tickets: `pql ticket list --assigned araminta`
## v0.2 Pivot — Key Changes for Your Role
The visual system shifts from designing layouts for three hand-crafted social sites to designing the visual grammar that the generator uses to produce legible zones at scale.
## Status
**ACTIVE.** Araminta is visual art direction for the Phase-4 asset pipeline
(D-244: 3D objects in-world, no per-object sprite layer — the sprite-era
pipeline is gone) and for Atlas map-art rendering (the client's "map-art
function" role in D-255's stepped render architecture). Her two style
documents — `docs/assets/visual/palette.md` (T-1052) and
`docs/assets/visual/conventions.md` (T-1050) — merged 2026-07-25 and are now
the **live style authorities**. This briefing points at them; it does not
restate their content, to avoid a second copy drifting out of sync the way
the old stub `palette.md` drifted from D-148/D-019 for months.
**What changes:**
- The three specific social sites (Logistics Hub, The Last Shift bar, maintenance corridors) are no longer hand-crafted deliverables. They become instances of generated zone types.
- D-033 player color split (smuggler `#e8e0d0` / detective `#e0e8ff`) no longer applies — single tycoon character type in v0.2.
- D-034 FRIEND visual treatment as an authoring assignment is gone — the FRIEND pattern is now a generator template; Araminta's role is ensuring the entity color system communicates relationship progression clearly for generated NPCs.
- Spatial layout deliverables shift: instead of three specific floor plans, Araminta produces zone type visual rules that the generator instantiates.
## The two live style documents (read these, not this briefing, for content)
**What survives:**
- D-033 entity color = relationship to player (unknown teal, friendly green, POI amber, hostile red) — unchanged
- Insert/minimap visual language
- Monologue display system
- Phase 1-3 placeholder art pipeline
- Zone palette identities (D-036 three-zone breakdown maps to generator zone types)
- **`docs/assets/visual/palette.md`** — camera (D-148 gameplay vs D-019
offline-render-only, §1), toon-vs-PBR rendering treatment (D-257, §2), the
D-235 ObjectTag rendered-look register — hue/grain/weathering per material
tag (§3), what survives from the pre-cascade docs (§4), and the formal
supersession statement for `visual-grammar-v01.md` /
`workshop-outcomes.md` (§5). This is the single live style bible for
Phase 4+ rendered look — new style guidance lands here, not in a new
parallel document.
- **`docs/assets/visual/conventions.md`** — model naming, mask sidecars,
D-235-keyed texture naming, multi-tile footprint metadata. Mechanics, not
taste; this is where "how do I name/organize the file" questions go.
**New critical path items (Araminta prerequisites for generator spike):**
- Zone visual grammar — what each zone type looks like visually; tile palette per zone type
- Character creation visual spec — full character customisation (D-126): hair, clothing, colours
Both documents are Araminta-authored and Araminta-owned going forward — she
extends them, not this briefing.
## Decisions Relevant to Your Role
- D-013: Diegetic insert/POI navigation — in-world UI aesthetic
- D-015: Camera locked to character — vision cone presentation
- D-016: Internal monologue — text presentation, typography, positioning
- D-017: Perception mode overlays
- D-018: Three-range sound — visual indicators for medium range
- D-019: Top-down art style
- D-021: Official title "The Settled Reach"
- D-033: Entity color = relationship to player (palette unchanged)
- D-036: Sova Transit District visual zones — maps to generator zone types
- D-114: v0.2 proof-of-life = generator + graphics (graphics = Araminta's domain)
- D-117: Tycoon bookmark — single character type, apartment wakeup, goes to work
- D-119: Generator spike — Phase 5 per D-166 cascade (not imminent)
- D-122: All NPCs generated — visual system must handle generator-created entities
- D-126: Full character customisation (hair, clothing, colours)
- D-128: Culture implicit in starting location — visual language should communicate Van Maanen's Star culture
- D-131: First Settled Reach moment = apartment + insert activation — visual priority
- D-135: Setting delivery via both layers (visual + insert) in parallel
## Standing rulings — hers to extend
## Open Questions Assigned to You
- Q-003: Art direction (LEAD)
- Q-WTF-039: Character creation screen — portrait render or tile-scale preview?
- Q-WTF-040: Do creation choices trace into the generated apartment?
These are rulings Araminta has already made under delegated art-seat
authority (T-1052/T-1050 activation). Treat them as settled defaults for any
new asset-class work, extend rather than relitigate:
## Current Priorities
Consult `docs/sprints/` for active sprint briefing.
- **Category-first model naming** (`conventions.md` §1) —
`<category>_<descriptor>.glb` (e.g. `table_baroque.glb`), matching the
shipped character-clothing convention. The 3dpipeline spike's
descriptor-first naming was pre-convention scratch work, not precedent.
- **D-257 toon/PBR ruling with the glazing carve-out** — environment props
and furniture share the character toon shader family
(`toon.gdshader`/`toon_masked.gdshader`) by default; `glass_curtain_wall`
and `industrial_glazing` (the ratified D-235 glazing tokens) plus
deliberately reflective/polished metal get a narrow minimal-PBR carve-out
(`roughness` 0.050.2, non-zero specular/metallic) so transparency reads
correctly — load-bearing because the game's core mechanic is
occlusion-based perception (D-033). Reviewed by Tyre at PR #211.
**Zone visual grammar is the single most important visual deliverable for the generator spike.**
## Decisions relevant to your role
1. **Zone type visual grammar** — blocked by Miri's zone identity spec. Once Miri delivers zone type definitions, Araminta produces tile palette and visual rules per zone type. Blocked by: Miri zone identity spec. Blocks: Tyre generator zone template parameters.
2. **Character customisation visual spec** — hair, clothing, colours (D-126). What are the customisation dimensions? What does the creation screen communicate? Feeds Q-WTF-039 (portrait vs tile-scale preview).
3. **Apartment visual spec** — generated apartment reflects economic position. What does a small business owner's apartment look like visually? How does the generator know which tiles/props to use? Q-WTF-040 feeds into this.
4. **Entity color system for generated NPCs** — D-033 palette unchanged. Ensure relationship transition visuals (especially the first green→amber shift) work with generated NPC names and labels, not hand-authored ones.
5. **Insert/HUD wireframe for tycoon** — single character type variant (vs previous smuggler/detective dual variants). One `lattice_profile` parameter for v0.2.
Read `decisions/architecture.md` (primary) and `decisions/perception.md`
(secondary — the still-live camera/color/neutrality bedrock). Key decisions:
### Placeholder art pipeline (status)
- Phase 1 (Structural): tile floor plans, entity rectangles, fog rendering — establish zone type rules
- Phase 2 (Information): insert overlay, monologue display, dialogue panel — adapt for tycoon character
- Phase 3 (Atmosphere): zone palettes per generated zone type, character customisation display
- Phase 4 (Polish): sprite replacements, animations — post-generator spike
- **D-033:** Entity color = relationship to player (unknown teal, friendly
green, POI amber, hostile red) — active, unchanged since 2026-02-11. The
single most important color system in the game; applies at any render
fidelity. Also the rationale root for D-257's glazing carve-out (a player
must be able to judge sightlines correctly).
- **D-045:** Environmental neutrality — strict zero shift. Governs how the
D-235 material register may and may not respond to game state (condition
bands shift with `prosperity_score`, never with narrative state).
- **D-148:** 30° low-angle `Camera3D`, 45° map rotation — the gameplay
camera, supersedes D-019 for gameplay (D-019 survives only as the offline
flat-2D-artwork render rig's angle — palette.md §1 corrects a
long-standing conflation of the two).
- **D-149:** 3D characters rendered live in scene, not pre-rendered sprites —
backing precedent for the shared toon-shader argument in D-257.
- **D-235:** Building exterior visual grammar — the ratified ObjectTag
vocabulary (wall/roof/facade/street axes, `wiki/economics/object_tag_vocabulary.toml`).
This is the **logical layer** (what material is this wall); Araminta
renders the look on top of it (palette.md §3). **Co-maintained with Miri**
per D-235's own Implementation note.
- **D-244:** 3D objects in-world; 2D limited to textures + flat artwork.
Retires the sprite catalog framing this briefing used to carry.
- **D-255:** Body Map Viewer — the stepped Atlas render architecture (Global
opener + Region/District/Quarter/Block/Chunk fixed rungs). Araminta is a
**named co-designer** (named-feature encoding, payload schema, lakes) —
see below.
- **D-257:** Environment props share the character toon shading treatment;
minimal-PBR carve-out for glazing — her own ruling, see Standing rulings
above.
Note: Image generation via /asset-gen costs money — always get Team Leader permission before generating.
## The D-255 stepped Atlas — active co-designed work
## Key Documents
- decisions/perception.md — D-011 through D-019, D-033
- decisions/scope.md — D-114 through D-120
- decisions/content.md — D-036, D-126 through D-131
- docs/workshops/wheres-the-fun/workshop-outcomes.md — v0.2 pivot summary, dependency chain
Araminta co-designed D-255 (body-map-viewer workshop, 2026-07-23/24)
alongside Tyre (record author), Dudley (server derivation/wire/cache),
Stig (client component/measurement), and Troblum (adversarial review). Her
contribution was the **named-feature encoding, payload schema, and lakes**
work — the tagged-envelope carrier's field shape for dense classification
data (PNG-per-field) and sparse feature lists (courses, cliffs — MessagePack-
native), and the lake morphology-sourcing fix. This is ongoing implementation
work, not a closed design: watch `docs/workshops/body-map-viewer/` for the
measurement appendix and follow-on tickets as the tagged-envelope migration
and the two lake tickets land.
Her T-1196 body-map-viewer verification pass (GJ1002b Quarter-vs-District
Alpine relief capture, PASS) produced one direct visual-grammar finding — see
T-1198 below.
## The character wardrobe pipeline — the proven reference model
`docs/architecture/character-asset-organization.md` (Tyre, D-159D-164 body
types, D-162 pre-baked clothing) is the **working, shipped, end-to-end**
pipeline: mask sidecars, `manifest.json` schema, category-keyed naming.
`conventions.md` explicitly imitates it rather than inventing a parallel
scheme — the RGBA multi-region tint convention (`conventions.md` §2) is a
direct reuse of `character-asset-organization.md` §11 (T-1089), not a
props-specific reinvention. When in doubt about how a new asset class should
be organized, this is the model to check against first.
## Open questions assigned to you
- **Q-119:** Is the generic-parent placeholder set (`generic_wall` /
`generic_roof` / `generic_facade` / `generic_street` + the door/floor/
furniture equivalents) the first asset-production milestone? Open,
sequencing-only (not a blocker) — yours to weigh in on per the D-235
co-maintenance with Miri. T-1049's briefs each note the generic parents as
milestone-0 *if* this resolves yes.
## Current priorities
1. **T-1049 (in progress, this batch)** — refine T-961 into per-asset-class
stories, each gated on a one-page brief (scope / visual reference /
naming / generation path / acceptance, citing palette.md §3 +
conventions.md). Station walls, rural walls, doors, floors,
furniture/props get real briefs; street furniture/signage-screens/rural
structures (lamp posts, TVs, billboards, barns) get a formal Q-067-style
deferral note, not briefs — they're Phase-6-adjacent set-dressing, not
blocking the walkable-exterior deliverable.
2. **D-257 glazing shader implementation — unassigned.** The ruling is
recorded (palette.md §2.3, D-257); nobody has yet built the minimal-PBR
material variant for `glass_curtain_wall`/`industrial_glazing`. This is
implementation work waiting for an owner, not a design gap.
3. **T-1198 (backlog) — elevation-white vs ice-white grammar split.** Her own
T-1196 observation: on a temperate standard-atmosphere island world at
Quarter zoom, the elevation ramp's peak-white reads nearly identical to
the legend's glaciation-tint white — a non-glaciated alpine ridge can be
misread as icy. Not a bug (lightness=elevation is always-on; ice tint is
a separate D-217/D-239 overlay) but needs a deliberate hue/value split so
the Atlas never visually lies about glaciation. Home: palette.md §3 +
the Atlas legend treatment — hers to design.
4. **Q-119** — weigh in when sequencing allows; not urgent, but don't let it
go fully cold since T-1049's briefs are already conditioning on its answer.
## Development workflow
Image/3D generation costs money — always get Team Leader permission before
running `/image-gen` or `/glb-gen` for real (non-spike) production assets.
## Key documents
- `docs/assets/visual/palette.md` — the live rendered-look style bible (T-1052)
- `docs/assets/visual/conventions.md` — the live naming/mask/manifest mechanics doc (T-1050)
- `docs/assets/briefs/` + `docs/assets/_templates/asset-brief.md` — the per-class production briefs and their template (T-1049): how every asset class is gated before generation
- `docs/assets/briefs/deferred.md` — the formal deferral register (T-1051 classes + cars/Q-067) with revisit triggers
- `docs/architecture/character-asset-organization.md` — the proven pipeline reference model
- `decisions/architecture.md` — D-148, D-149, D-217, D-228, D-232, D-235, D-244, D-255, D-257
- `decisions/perception.md` — D-019 (superseded for gameplay), D-033, D-045
- `docs/workshops/body-map-viewer/` — D-255 design record, measurement appendix, her co-design contribution