Merge remote-tracking branch 'origin/asset-class-stories'

This commit is contained in:
2026-07-25 23:10:38 +02:00
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@@ -26,6 +26,8 @@ docs/assets/
audio.md # Row template + detailed entry template for audio
sprite.md # LEGACY object-sprite row template (D-244 retired sprites; model/texture/artwork rows are inline in each visual/*.md file, T-1050)
video.md # Row template + detailed entry template for video
asset-brief.md # One-page per-class brief template (scope/visual reference/naming/gen path/acceptance) — T-1049
briefs/ # Per-asset-class briefs gating T-961's child stories (T-1049) + deferred.md formal deferral note
audio/
README.md # Audio pipeline index — categories, status summary
palette.md # Sonic palette, aesthetic guide, generation approach
@@ -62,3 +64,6 @@ docs/assets/
- Decision files: `decisions/` (D-038 audio scope, D-033 entity colors, D-019 camera angle)
- Art direction workshop: `docs/workshops/art-direction-mood-board/`
- Sprint briefings: `docs/sprints/sprint-N/{team}.md`
- Per-class asset briefs: [briefs/](briefs/) — station walls, rural walls, doors, floors,
furniture/props, each gating a T-961 child story (T-1049); [briefs/deferred.md](briefs/deferred.md)
records the formal deferral for lamp posts / TVs / billboards / barns (T-1051) + cars (Q-067).
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---
title: "Asset Brief — {Class Name}"
description: "{One-line: which manifest category and D-235 axis (if any) this class covers}"
type: design
status: active
ticket: "" # e.g. "T-NNN" (the child story this brief gates)
decision_refs: [] # e.g. [D-235, D-244, D-257]
author: "Araminta"
created: YYYY-MM-DD
updated: YYYY-MM-DD
---
# Asset Brief — {Class Name}
One page. Gates the story below — a story with no linked brief does not enter
`in_progress`. Cite standing conventions/palette rows; do not restate them.
---
## 1. Scope
{Which manifest category (`furniture` | `props`, or "N/A — building-exterior
texture, no manifest entry") and which D-235 ObjectTag axis (wall/roof/facade/
street), if any. State plainly what this class IS and is NOT — e.g. "station
walls, not rural walls" — so the story can't scope-creep into a sibling
brief's territory.}
## 2. Visual Reference
{Cite `palette.md` §3's register row(s) for the relevant D-235 token(s) —
hue range, grain, weathering baseline — by tag name, no restating the table.
For classes with no D-235 token, cite `palette.md` §2 (toon default) or the
D-257 glazing carve-out if the class includes glass/polished metal. Note any
mood/reference touchstone specific to this class if palette.md doesn't
already cover it.}
## 3. Naming
{Cite `conventions.md` §1 (`<category>_<descriptor>.glb` model naming), §2
(mask sidecar, single-channel vs RGBA multi-region) if tintable, §4
(`footprint_tiles` manifest field) if multi-tile. Give 1-2 concrete example
filenames for this class. Note any class-specific naming wrinkle (e.g. door
state handling — §5's negative constraint) rather than inventing new rules.}
## 4. Generation Path
{The standing path: `/image-gen` concept → `/glb-gen` (Trellis) → Blender
postprocess → promotion into `client/assets/models/{furniture,props}/` +
`manifest.json` entry. Note class-specific concept-prompt guidance only if
it differs from the standard `/image-gen` style-guide block (toon-shaded,
near-white base, plain dark background, 3/4 front view). Note whether this
class instead runs the `textures.md` (PBR standalone) or `artwork.md` (flat
2D) pipeline if it's not a `.glb` model.}
## 5. Acceptance
{N starter assets entering `models.md` (or `textures.md`/`artwork.md`) and
`manifest.json` at `planned` status. List them by name if known, or state
the count + selection principle (e.g. "the generic fallback parent + 2
specific tokens"). Note the Q-119 milestone-0 caveat if relevant: generic
parents are milestone-0 IF Q-119 resolves yes — do not resolve Q-119 here.}
---
## Cross-References
- `docs/assets/visual/conventions.md` — naming/mask/footprint rules
- `docs/assets/visual/palette.md` — D-235 color/material register, toon/PBR treatment
- `docs/assets/visual/models.md` (or `textures.md`/`artwork.md`) — the catalog this brief feeds
- `client/assets/models/manifest.json` — the machine-readable registry
- `.claude/skills/glb-gen/SKILL.md`, `.claude/skills/image-gen/SKILL.md` — production pipeline
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---
title: "Deferred Asset Classes"
description: "Formal deferral note — lamp posts, barns, TVs, billboards (T-1051), and cars (Q-067) — not briefed this batch"
type: design
status: active
ticket: "T-1051"
decision_refs: [D-166, D-235]
author: "Araminta"
created: 2026-07-25
updated: 2026-07-25
---
# Deferred Asset Classes
This is the formal deferral record for five asset classes named in the T-750
epic description that do **not** get a one-page brief this batch: **lamp
posts, TVs, billboards, barns** (T-1051's four classes) and **cars**
(Q-067). This note is what lets T-1051 close as delivered-by-deferral (its
own acceptance criterion — "author briefs, **or record formal deferral**" —
is satisfied by this file) and records the rationale so a future re-scope
pass doesn't have to re-derive it.
---
## The four T-1051 classes: lamp posts, TVs, billboards, barns
**Rationale.** Phase 4's cascade deliverable is "deterministic walkable-world
data + per-layer Atlas maps + asset catalog" (`CLAUDE.md` cascade table).
Outside-in generation (D-166) needs building **exterior templates** — the
D-235 wall/roof/facade/street axes — to make districts/blocks walkable and
Atlas-legible. None of these four classes are a wall/roof/facade/street axis
token:
- **Lamp posts** (street furniture) and **TVs/billboards** (signage/screens)
are set-dressing objects that populate an *already-walkable* exterior or
interior — they read as Phase 6 "detail coloring / room-level population"
(cascade table), or at best late-Phase-4 polish once exteriors exist to
place them against.
- **Barns** are a rural *building type*, not a material/form/rhythm/surface
axis token — D-235's vocabulary describes what a wall/roof/facade/street
looks like, not what kind of building a set of walls forms. A barn's walls
and roof would draw from the same `rural-walls.md` brief's tags
(`timber_wall`, `rammed_earth_wall`) plus a roof tag; there is no separate
"barn" asset class to brief independent of that.
**No partial work is lost by deferring.** T-1049's own 2026-06-12 audit
matrix confirms zero repo hits for any of the four beyond the T-750 epic
description text — no ticket, no brief, no produced asset, no style-guide
mention. There is nothing to protect or unwind by waiting.
**Disposition.** Formal deferral, not a story. No brief is authored for any
of the four this batch.
**Note on axis completeness.** This register's exterior-texture examples in
`station-walls.md`/`rural-walls.md` cite the D-235 **wall** axis only — that
is deliberate scoping to this batch's two briefed classes, not a claim that
roof/facade/street are also deferred. `RoofForm` (7 tags), `FacadeRhythm`
(8 tags), and `StreetSurface` (7 tags) are the other three D-235 axes and
are **not** unbriefed set-dressing in the sense the four classes above are —
they are building-exterior surfaces that ride the **same** naming/generation
convention the wall briefs establish (`<object_tag>_<map_type>.png` per
`conventions.md` §3, `palette.md` §3.2–§3.4's register rows already exist
for all three). They are a natural follow-on brief/story within the
building-exterior asset-class family once station-walls/rural-walls prove
the pattern out — not named as their own class in T-1049's per-class list,
and not deferred for the exterior-not-walkable-yet reason the four classes
above are. No new brief is authored for them this batch; the accounting
above is complete once this note is read alongside the wall briefs.
## Cars (Q-067)
**Rationale, same shape, one added layer.** Cars are also set-dressing/
transport infrastructure that presupposes walkable exteriors — same Phase-4-
vs-later argument as the four above. Cars additionally carry a genuinely
**open design question**: Q-067 ("Vehicle physics for in-world transport")
has not decided whether the game needs driveable vehicles, NPC-only traffic,
or neither, nor whether vehicle movement is client-side physics or
server-authoritative. A car asset brief would have to assume an answer to a
question that is explicitly still open — Q-067's own audit note (2026-06-12,
S-47) already flagged this: "Scope for v0.2: probably not" (and v0.2 is
dropped per `CLAUDE.md`), recommending the phase question be answered before
any car brief is written.
**Distinction from the T-1051 four, in degree not kind.** The four above need
no open question resolved — their deferral is a pure scope/sequencing call
(exteriors first). Cars need Q-067 resolved *in addition to* that same
sequencing call. Only vehicle artifact today: `spikes/3dpipeline/models/
props/vw_beetle.glb` (a spike binary, untracked per D-241 — not production
prior art).
**Disposition.** Formal deferral. Blocked on Q-067 resolution in addition to
Phase-4 exterior-generation completion.
---
## Revisit trigger
**Revisit all five classes when Phase-4 exterior generation is complete**
i.e. when the tile/chunk/block cascade is producing walkable districts/
blocks with building exteriors drawn from the D-235 axes (the point at which
set-dressing has something real to populate). For cars specifically, revisit
is additionally gated on **Q-067 resolving** to a driveable-vehicles-in-scope
answer; if Q-067 resolves "no vehicles" or "NPC-traffic-only, no player
asset," the car brief may never be needed in the form this note anticipates.
## Precedent
This deferral treatment mirrors the **Q-067 precedent already established**
in T-1049's refinement history: file a scope note now, do not write a brief
against an undecided mechanic or an unwalkable world, and let the phase
cascade (D-166) — not a milestone label — be the thing that reopens the
question when its gating condition is met.
---
## Cross-References
- T-1051 — the ticket this note satisfies ("author briefs, or record formal deferral")
- T-1049 — parent refinement ticket; "Lead ratification" note ratifies this deferral disposition
- Q-067 — open question, vehicle physics/mechanic scope
- D-166 — outside-in generation cascade (geo → economic/exterior → building templates → door contracts → Phase-6 interiors)
- D-235 — building-exterior visual grammar (wall/roof/facade/street axes; barns/lamp-posts/TVs/billboards are not axis tokens)
- `docs/assets/briefs/rural-walls.md` — barns' actual wall/roof material draws from this brief's tags, when barns are eventually built
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---
title: "Asset Brief — Doors"
description: "Door models — no D-235 ObjectTag axis; logical DoorSpec exists, runtime open/closed mechanism deferred to Phase 5"
type: design
status: active
ticket: ""
decision_refs: [D-231, D-244, D-257]
author: "Araminta"
created: 2026-07-25
updated: 2026-07-25
---
# Asset Brief — Doors
One page. Gates its child story — the story does not enter `in_progress`
without this brief attached.
---
## 1. Scope
Door **models** (`furniture` or `props` manifest category — a door is a
fitted architectural object, closer to `props`; the manifest's `category`
field is authoritative regardless of subdirectory per `conventions.md` §1).
Doors have **no D-235 ObjectTag axis** — wall/roof/facade/street are building-
exterior surface tags; a door is a discrete object that sits in a wall
opening. What DOES exist already: the **logical** `DoorSpec`/
`InteriorDescriptor` model (T-979/T-998, D-231) — door count derivation
(Main/Service/Emergency/Hidden) and **two separate derived fields**:
`initial_state` (`Open`/`Closed`/`Locked`/`Sealed`) and, independently,
`credential` (`None`/`TemporalWindow(hours)`/`Corporate(corp)`/
`Resident(block)`/`Authority`/`Social(f32)`) — but that work is server-side
struct definition only, not visual. This brief covers the **visual asset**
only; it does not touch T-979/T-998's derivation logic.
## 2. Visual Reference
No D-235 token to cite — doors take `palette.md` §2's toon default (same
shader family as characters/furniture: `toon.gdshader` or `toon_masked
.gdshader`, `roughness=1.0`/`specular=0.0`). A door with a glazed panel
(e.g. a station door with a window) falls under the §2.1 glazing carve-out
if the pane is gameplay-load-bearing for sightlines — treat that panel as a
separate material slot at minimal-PBR, the rest of the door stays flat toon.
No dedicated door row exists in palette.md §3's material register (that
table only covers wall/roof/facade/street) — if a door's finish should match
its host building's wall material (e.g. a timber door on a `timber_wall`
building), that is a future content-authoring choice, not something this
brief specifies.
## 3. Naming
`<category>_<descriptor>.glb` per `conventions.md` §1 — e.g. `door_sliding
.glb`, `door_hinged.glb`. **Negative constraint, binding (`conventions.md`
§5): do NOT author state-frame suffix files** (`door_open.glb`/
`door_closed.glb`). One door `.glb` per descriptor; `DoorSpec`'s
`initial_state` (`Open`/`Closed`/`Locked`/`Sealed`) is a **runtime
transform/animation** on that single model — the actual mechanism
(`AnimationPlayer` swing, procedural hinge rotation, or a named "open" bone
convention) is explicitly a **Phase-5 rendering decision**, out of scope for
this Phase-4 asset brief and for the story it gates. The separate
`credential` field (`None`/`TemporalWindow(hours)`/`Corporate(corp)`/
`Resident(block)`/`Authority`/`Social(f32)`) is an access-control value, not a
door pose — it carries no visual-asset implication at all (no lock-indicator
variant, no separate model), so this brief's naming/negative-constraint
scope is `initial_state` only. Mask sidecar (`<model>_mask.png`) only if a
tintable variant is wanted; footprint is single-tile (`[1, 1]`, omit the
field) — a door does not span multiple sim tiles.
## 4. Generation Path
Standard path: `/image-gen` (toon-shaded concept, 3/4 front view, closed-door
pose since there is no baked open state) → `/glb-gen` (Trellis) → Blender
postprocess → promotion into `client/assets/models/props/` + `manifest.json`
entry. No texture-only alternative here — a door is inherently a discrete
mesh, not a tileable surface.
## 5. Acceptance
2 starter assets enter `models.md` + `manifest.json` at `planned`: (1)
`door_hinged` — the generic single-leaf door, the closest thing this class
has to a D-235-style fallback default even though no `generic_door` tag is
formally ratified (Q-119's text lists "generic door/floor/furniture parents"
as a candidate milestone-0 set alongside the ratified `generic_wall/roof/
facade/street`**milestone-0 IF Q-119 resolves yes**, not resolved here);
(2) `door_sliding` — matches the `workshop-outcomes.md` §3.3 `door_sliding`
prior-art mention and a plausible station-context default. Both ship as one
model each, no state-frame variants, per §3's negative constraint.
---
## Cross-References
- `docs/assets/visual/conventions.md` §1, §2, §5 — model naming, mask sidecar, door-state negative constraint
- `docs/assets/visual/palette.md` §2 — toon default, glazing carve-out if applicable
- `docs/assets/visual/models.md` — target catalog
- `client/assets/models/manifest.json`
- T-979/T-998 (D-231) — the logical `DoorSpec`/`InteriorDescriptor` this brief's visual asset will eventually attach to (Phase 5, not this brief's scope)
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---
title: "Asset Brief — Floors"
description: "Floor surface textures — D-228 FloorMaterial axis, no D-235 ObjectTag (interior/ground-surface, not building-exterior)"
type: design
status: active
ticket: ""
decision_refs: [D-228, D-244, D-257]
author: "Araminta"
created: 2026-07-25
updated: 2026-07-25
---
# Asset Brief — Floors
One page. Gates its child story — the story does not enter `in_progress`
without this brief attached.
---
## 1. Scope
Floor **surface textures** — the D-228 `FloorMaterial` axis (built surface
over ground: `None`/`Concrete`/`Pavement`/`Carpet`/`Metal`/… — an open,
extensible vocabulary owned by the tile-fill layer, not D-235). This is a
**different axis than D-235's `StreetSurface`** (outdoor paved/cobble/
packed-earth streets) — floors are the interior/indoor-adjacent ground
surface a character walks on inside a building footprint. No prior art
beyond `placeholder-art-spec-v01.md` §2.1's 4 sprite-era floor placeholders
and `workshop-outcomes.md` §3.3's mention (both pre-cascade, superseded
production model per D-244). Out of scope: street surfaces (D-235 axis,
folded into whichever wall/facade brief's district ends up owning street
dressing — not this brief), doors, furniture footprints.
## 2. Visual Reference
No D-235 register row exists for `FloorMaterial` (palette.md §3 only covers
wall/roof/facade/street) — floors take `palette.md` §2's toon default
(flat-lit, `roughness=1.0`/`specular=0.0`) with **one exception mirroring the
§2.1 glazing carve-out logic**: a `Metal` floor with a genuinely
polished/mirror finish (rare, e.g. a showroom) would need the same
minimal-PBR treatment for the same functional reason (a flat-toon mirror
floor misleads the player about reflections the way flat-toon glass misleads
about sightlines) — this is a narrow, judgment-call extension of an existing
carve-out, not a new rule; most `Metal` floors (deck plating, catwalk) stay
flat toon. `Concrete`/`Pavement` should read consistently with `palette.md`
§3.1's `concrete_wall` warm-neutral-grey register even though there is no
formal floor row — reuse that hue family for visual coherence between wall
and floor in the same room, rather than picking an unrelated grey.
## 3. Naming
Texture: `<object_tag>_<map_type>.png` shape from `conventions.md` §3,
substituting the `FloorMaterial` value for the object_tag slot since floors
aren't D-235-vocabulary-keyed — e.g. `concrete_floor_basecolor.png`,
`carpet_floor_basecolor.png`, `metal_floor_normal.png`. No standalone floor
*model* — floors are always a tileable surface, texture-only, no Trellis
step. No mask sidecar (material register drives color, not tint); no
`footprint_tiles` (a floor texture tiles across the tile grid, it doesn't
have a discrete multi-tile footprint the way a piece of furniture does).
## 4. Generation Path
Texture-only path: `/image-gen` produces a flat, tileable concept at the
target hue/grain (no 3/4-view object framing — a floor concept should be a
top-down or straight-on flat material swatch) → lands directly in
`textures.md`, no `/glb-gen`/Trellis step (there is no mesh to convert).
Concept prompts should explicitly request a **seamlessly tileable** surface
pattern — the standard `/image-gen` style block doesn't cover tiling by
default and needs an explicit add-on instruction for this class.
## 5. Acceptance
3 starter assets enter `textures.md` at `planned`: (1) `concrete_floor`
the most common interior default, reusing the `concrete_wall` warm-grey hue
family per §2; (2) `pavement_floor`; (3) `carpet_floor` — the class's first
non-hard-surface test case (different grain/weathering behavior than the
masonry-derived floors). No generic-fallback-parent entry applies here — the
Q-119 generic-parent question is scoped to the ratified D-235 axes plus "door/
floor/furniture parents" it names as a candidate extension; if that
extension is adopted (Q-119 resolves yes), a `generic_floor` placeholder
becomes milestone-0 for this class too, but that decision is not made here.
---
## Cross-References
- `docs/assets/visual/conventions.md` §3 — texture naming shape (adapted for non-ObjectTag axis)
- `docs/assets/visual/palette.md` §2, §3.1 — toon default + glazing-carve-out logic, wall hue-family reuse
- `docs/assets/visual/textures.md` — target catalog
- D-228 — `FloorMaterial` axis definition (override-stack: wild → economic → user mutator)
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---
title: "Asset Brief — Furniture / Props"
description: "Interior furniture and small props — manifest categories furniture|props, spike prior art exists unpromoted"
type: design
status: active
ticket: ""
decision_refs: [D-241, D-244, D-257]
author: "Araminta"
created: 2026-07-25
updated: 2026-07-25
---
# Asset Brief — Furniture / Props
One page. Gates its child story — the story does not enter `in_progress`
without this brief attached.
---
## 1. Scope
Freestanding interior objects — the manifest's two categories, `furniture`
(tables, chairs, storage — occupies a footprint, usually multi-tile) and
`props` (smaller/decorative objects — usually single-tile). No D-235
ObjectTag axis applies (that vocabulary is building-exterior only); this
class is closest in spirit to D-235's incremental-content *mechanism*
(specific-to-generic fallback) without the ratified vocabulary itself — an
open question this brief does not resolve (see §5, T-995's ObjectTag
extension). **Real prior art exists and is unpromoted**: the spike's
`models/` tree holds **five** GLBs total — 3 at `spikes/3dpipeline/models/
furniture/` (`furniture`-category) and 2 at `spikes/3dpipeline/models/
props/` (`props`-category: `lion_statue.glb`, mode "fixed", non-tintable;
and `vw_beetle.glb`, a car). Of these five, **four are in this brief's
scope** (3 furniture + `lion_statue`) — this brief's first job is promoting
that spike output through the now-real production path (`client/assets/
models/`, `manifest.json`), not generating from zero. `vw_beetle.glb` is
explicitly **excluded**: it is a vehicle, covered by the Q-067 car deferral
in `deferred.md`, not this brief, regardless of sitting in the same spike
`props/` directory as `lion_statue.glb`. Out of scope: walls, doors, floors
(separate briefs); vehicles (Q-067, deferred — `vw_beetle.glb` per above);
the four `deferred.md` classes (lamp posts, TVs, billboards, barns — those
are furniture-*tier* objects but are formally deferred by name, not folded
into this brief).
## 2. Visual Reference
`palette.md` §2 — furniture and props are explicitly named as sharing the
character toon treatment (`toon.gdshader`/`toon_masked.gdshader`,
`roughness=1.0`/`specular=0.0` default from `postprocess_glb.py::
setup_materials()`), **with the standing glazing/polished-metal carve-out**
(§2.1) applying to any prop that is deliberately glass or mirror-finish
(a display case, a chrome fixture) — minimal-PBR (`roughness` 0.050.2,
controlled specular), same rule as building glazing, not a new one. §4's
"functional warmth" mood target and the object-tier saturation ceiling
(entity > object > structure, §4 table) both apply directly: furniture/prop
colors stay moderate saturation, below entity color but the class is allowed
more personality than the structural material register (the
`shuttered_facade` accent-color precedent is the closest analogue — object-
tier is where a saturation bump is permitted, unlike wall/roof/street).
## 3. Naming
`<category>_<descriptor>.glb` per `conventions.md` §1 — the spike's existing
furniture files (`baroque_table.glb`, `modernist_chair.glb`) are
**descriptor-first** and must be **renamed to category-first**
(`table_baroque.glb`, `chair_modernist.glb`) at promotion time;
`conventions.md` §1 explicitly rules the spike naming "pre-convention scratch
work, not a precedent to preserve." `lion_statue.glb` is already
category-first as named and needs no rename. Mask sidecar: `<model>_mask
.png`, single-channel, per §2 — the existing Trellis convention, just
reordered for the renamed furniture items; `lion_statue.glb` is non-tintable
("fixed" mode in the spike) and ships with **no mask sidecar** at all, not an
empty one — `conventions.md` §2's `hint_default_black` default already
covers "no mask loaded = no tinting" for this case. `footprint_tiles` in the
manifest for any furniture with a real multi-tile footprint (a table spanning
`[2, 1]`); most `props`-category items, including `lion_statue`, omit the
field or set `[1, 1]`.
## 4. Generation Path
Two paths, depending on whether the spike asset is being promoted or a new
one generated: (a) **Promotion path** for the 4 in-scope existing spike
GLBs (3 furniture + `props/lion_statue.glb`) — rename per §3 (furniture
items only; `lion_statue` keeps its name), run through Blender postprocess
if not already toon-compatible, place in `client/assets/models/furniture/`
or `client/assets/models/props/` per actual category, register in
`manifest.json`. This IS the promotion act (D-241) — nothing stays
"promoted" in `spikes/`. `props/vw_beetle.glb` does **not** take this path;
it stays out of scope per §1 (Q-067 car deferral). (b) **New-asset path**,
standard: `/image-gen` concept → `/glb-gen` (Trellis) → Blender postprocess
`client/assets/models/{furniture,props}/` + `manifest.json`. Both paths
converge on the same manifest registration step.
## 5. Acceptance
**4 promotable GLBs** enter `models.md` + `manifest.json` at `planned`: the
3 existing spike furniture GLBs (`spikes/3dpipeline/models/furniture/`),
promoted and renamed per §3, plus `spikes/3dpipeline/models/props/
lion_statue.glb`, promoted as-is (no rename, no mask). This satisfies
acceptance without generating anything new, since the prior art already
exists and simply hasn't crossed the promotion boundary. **Excluded from
this count:** `spikes/3dpipeline/models/props/vw_beetle.glb` — a car, held
under the Q-067 deferral in `deferred.md`, not promoted by this brief's
story. Note for the story: whether a `generic_furniture`/`generic_prop`
placeholder parent becomes a formal fallback-chain member (mirroring D-235's
wall/roof/facade/street pattern) is exactly Q-119's open question ("generic
door/floor/furniture parents") — **milestone-0 IF Q-119 resolves yes**, not
resolved by this brief.
---
## Cross-References
- `docs/assets/visual/conventions.md` §1, §2, §4 — category-first naming ruling, mask sidecar, footprint metadata
- `docs/assets/visual/palette.md` §2, §4 — toon/PBR treatment, saturation-ceiling hierarchy
- `docs/assets/visual/models.md` — target catalog
- `client/assets/models/manifest.json`
- `spikes/3dpipeline/models/furniture/` — existing unpromoted prior art (3 GLBs)
- `spikes/3dpipeline/models/props/` — existing unpromoted prior art; `lion_statue.glb` in scope (this brief), `vw_beetle.glb` excluded (Q-067 car deferral, see `deferred.md`)
- D-241 — spike binaries local-only; promotion = repo-canonical
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---
title: "Asset Brief — Rural Walls"
description: "Building-exterior wall models/textures for rural/vernacular settlement types — D-235 wall axis"
type: design
status: active
ticket: ""
decision_refs: [D-235, D-244, D-257]
author: "Araminta"
created: 2026-07-25
updated: 2026-07-25
---
# Asset Brief — Rural Walls
One page. Gates its child story — the story does not enter `in_progress`
without this brief attached.
---
## 1. Scope
Building-exterior **wall** surfaces for rural/vernacular/frontier settlement
types — the D-235 `WallMaterial` axis tags a rural-type template's `allow`
filter selects (`stone_wall`, `timber_wall`, `rammed_earth_wall`,
`stucco_wall`, `brick_wall` — the "vernacular/agrarian" register). No prior
art exists for this class beyond the T-961 epic text mention (2026-06-12
audit matrix) — unlike `station-walls.md`'s sibling, this is a clean-slate
brief. Out of scope: station/urban walls (`concrete_wall`, `steel_frame`,
`glass_curtain_wall`, `composite_panel` — sibling brief), barns (a rural
building *type*, not a wall-axis token — deferred, see `deferred.md`), doors,
floors.
## 2. Visual Reference
`palette.md` §3.1 rows for `stone_wall`, `timber_wall`, `rammed_earth_wall`,
`stucco_wall`, `brick_wall` — every one of these tags is explicitly warm-hued
(warm grey-tan, warm mid-brown, ochre-to-umber banding, warm off-white sand,
warm terracotta-to-ochre) and the table is explicit that `stone_wall` is
D-235's flagship "gets it wrong if literal" case — **never render it cool
grey**. This is the register where the "functional warmth" mood target
(`palette.md` §4) reads most directly — rural walls are the class most likely
to be mistaken for a generic cool-grey default if a generation pass isn't
told otherwise. `generic_wall` (§3.5) is the shared fallback terminal with
`station-walls.md` — one placeholder texture serves both siblings until
specific tags ship.
## 3. Naming
Texture: `<object_tag>_<map_type>.png` per `conventions.md` §3 — e.g.
`stone_wall_basecolor.png`, `stone_wall_normal.png`, `timber_wall_basecolor.png`,
`rammed_earth_wall_basecolor.png`. If a standalone wall-segment model is
produced (rural walls are more likely to need a discrete model than station
walls, given rammed-earth's strong horizontal banding reads better as
geometry+texture than texture-only), it follows §1's `<category>_<descriptor>
.glb` (e.g. `wall_structural_timber.glb`) with the same `props`-category
placement as its station sibling. No tint mask — material register (not
player-favorite color) drives these hues.
## 4. Generation Path
Standard path: `/image-gen``/glb-gen` (Trellis) → Blender postprocess →
`client/assets/models/props/` + `manifest.json`, OR the texture-only path
(`/image-gen` concept, no Trellis step) landing in `textures.md` — same
choice as `station-walls.md` §4, decided per-tag based on whether the
material's character (rammed-earth banding, stone coursing) needs real
geometry or reads fine as a flat PBR map. Concept prompts for this class
should explicitly state the target hue family from §2 (warm, not cool-grey)
since Gemini's default "concrete/stone" association skews cool without that
steer.
## 5. Acceptance
3 starter assets enter `models.md`/`textures.md` + `manifest.json` at
`planned`: (1) `stone_wall` texture — the flagship warm-hue worked example,
highest risk of a cool-grey miss without explicit review; (2) `timber_wall`
texture; (3) `rammed_earth_wall` texture (the banding signature makes it a
good early test of whether the texture-only path is sufficient or a modeled
relief is needed). `generic_wall` is shared with `station-walls.md` — do not
duplicate it in this class's count; **milestone-0 IF Q-119 resolves yes**
(not resolved here).
---
## Cross-References
- `docs/assets/visual/conventions.md` §1, §3 — model naming, D-235-keyed texture naming
- `docs/assets/visual/palette.md` §3.1, §4 — wall material register, "functional warmth" mood target
- `docs/assets/visual/models.md`, `docs/assets/visual/textures.md` — target catalogs
- `client/assets/models/manifest.json`
- `docs/assets/briefs/station-walls.md` — sibling brief, shares `generic_wall` fallback
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---
title: "Asset Brief — Station Walls"
description: "Building-exterior wall models/textures for station (urban/industrial) settlements — D-235 wall axis"
type: design
status: active
ticket: ""
decision_refs: [D-235, D-244, D-257]
author: "Araminta"
created: 2026-07-25
updated: 2026-07-25
---
# Asset Brief — Station Walls
One page. Gates its child story — the story does not enter `in_progress`
without this brief attached.
---
## 1. Scope
Building-exterior **wall** surfaces for station/urban/industrial settlement
types — the D-235 `WallMaterial` axis, specifically the tags a station-type
template's `allow` filter selects (`concrete_wall`, `steel_frame`,
`glass_curtain_wall`, `composite_panel` — the "built infrastructure" register,
not the rural/vernacular tags owned by the sibling `rural-walls.md` brief).
This is **prior-art territory**: `wall_structural.tscn`
(`renderer/models/wall_structural.tscn`) already exists as an unrendered GLB,
plus rendered PNG samples at `docs/workshops/art-direction-mood-board/
pipeline-samples/wall_structural_south_{64,256,1024}.png` and the promoted
sprite set at `client/assets/sprites/wall_structural_{north,south,east,west}
_64.png` — all pre-D-244, sprite-era output. This brief's job is to re-run
that same wall through the current 3D-model pipeline (D-244), not sprite
renders, and register it as the class's first manifest entry. Out of scope:
rural walls (timber/stone/rammed-earth vernacular), doors, floors — separate
briefs. Also out of scope, but a natural same-family follow-on once this
brief's pattern is proven: the other three D-235 building-exterior axes —
`RoofForm`, `FacadeRhythm`, `StreetSurface` — which ride this brief's own
`<object_tag>_<map_type>.png` texture convention (`conventions.md` §3) and
already have `palette.md` §3.2–§3.4 register rows; see `deferred.md`'s axis-
completeness note.
## 2. Visual Reference
`palette.md` §3.1 rows for `concrete_wall`, `steel_frame`,
`glass_curtain_wall`, `composite_panel` — warm-leaning neutral greys (never
cool-grey), fine aggregate speckle / riveted-joint / seam-grid textures per
tag, D-217 weathering ladder per row. `glass_curtain_wall` is the §2.1
minimal-PBR carve-out (roughness 0.050.2, controlled specular) — every other
tag in this set stays flat toon (`roughness=1.0`/`specular=0.0`,
`postprocess_glb.py::setup_materials()` default). `generic_wall` (§3.5) is the
flat neutral-grey, no-grain fallback terminal for whichever specific tag
hasn't shipped yet.
## 3. Naming
Model: `<category>_<descriptor>.glb` — this class is a building-exterior
surface, so it more commonly ships as a **texture**, not a standalone prop:
`concrete_wall_basecolor.png` / `_normal.png` / `_roughness.png`
(`conventions.md` §3), plus `generic_wall_basecolor.png` as the fallback
placeholder. If a standalone wall-segment **model** is also produced (as
`wall_structural` already is, pending re-promotion), it follows §1's
`<category>_<descriptor>.glb` (e.g. `wall_structural_concrete.glb`) with a
`<model>_mask.png` sidecar only if a tintable variant is needed (most station
walls are not tinted — material register drives color, not player-favorite
tint). No `footprint_tiles` metadata applies to a wall texture; a wall
*segment model*, if produced, is single-tile.
## 4. Generation Path
Standard path: `/image-gen` (toon-shaded concept, 3/4 front view, near-white
base) → `/glb-gen` (Trellis) → Blender postprocess → promotion into
`client/assets/models/props/` (a wall segment is a `props`-category model
per `conventions.md` §1's category-is-manifest-authoritative rule) +
`manifest.json` entry. If shipping as a standalone **texture** instead
(the more likely first deliverable, since walls are usually a tiled surface
not a discrete mesh), the target file is `textures.md`, not `models.md`
author a flat concept via `/image-gen` at the material's hue/grain per §2,
no Trellis step needed for a pure 2D PBR map.
## 5. Acceptance
3 starter assets enter `models.md`/`textures.md` + `manifest.json` (as
applicable) at `planned`: (1) `generic_wall` fallback placeholder texture —
flat neutral grey, no grain, per palette.md §3.5 — **milestone-0 IF Q-119
resolves yes** (not resolved here); (2) `concrete_wall` texture, the most
common station tag; (3) re-promotion of the existing `wall_structural` model
through the current (non-sprite) pipeline, closing out the only piece of
partial prior art this class has. Status flips to `in-progress`/`final` as
each is actually produced.
---
## Cross-References
- `docs/assets/visual/conventions.md` §1, §3 — model naming, D-235-keyed texture naming
- `docs/assets/visual/palette.md` §2, §3.1 — toon/PBR treatment, wall material register
- `docs/assets/visual/models.md`, `docs/assets/visual/textures.md` — target catalogs
- `client/assets/models/manifest.json`
- `renderer/models/wall_structural.tscn` — existing unrendered prior art (this class)
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@@ -26,6 +26,17 @@ Per **[D-244](../../../governance/decisions/architecture.md#d-244)**: the in-wor
Naming, mask-sidecar, D-235-keyed texture, and multi-tile footprint
conventions: [conventions.md](conventions.md).
## Per-Class Briefs
Each asset class entering production is gated on a one-page brief —
[../briefs/](../briefs/) — covering scope, visual reference, naming,
generation path, and acceptance (template: [../_templates/asset-brief.md](../_templates/asset-brief.md)).
Briefed this batch (T-1049): [station walls](../briefs/station-walls.md),
[rural walls](../briefs/rural-walls.md), [doors](../briefs/doors.md),
[floors](../briefs/floors.md), [furniture/props](../briefs/furniture-props.md).
Formally deferred (not briefed): lamp posts, TVs, billboards, barns, cars —
see [../briefs/deferred.md](../briefs/deferred.md).
## Palette
See [palette.md](palette.md) for art direction: camera (D-148 gameplay / D-019
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@@ -3,7 +3,7 @@ title: "Visual Palette"
description: "Phase-4 visual style bible — camera, entity colours, environmental neutrality, D-235 material register, toon/PBR rendering treatment"
type: design
status: active
decision_refs: [D-019, D-033, D-045, D-148, D-149, D-217, D-232, D-235, D-244, D-257]
decision_refs: [D-019, D-033, D-045, D-148, D-149, D-154, D-217, D-232, D-235, D-244, D-257]
author: "Araminta"
updated: 2026-07-25
---
@@ -228,7 +228,7 @@ terms they were originally written in:
| Inherited principle | Original source | Current expression |
|----------------------|------------------|----------------------|
| **D-033 entity color = relationship to player** | visual-grammar-v01.md §3 | Unchanged — still the live decision, still the single most important color system in the game. Applies to entities regardless of render fidelity (rectangle, sprite, or 3D mesh). |
| **D-033 entity color = relationship to player** | visual-grammar-v01.md §3 | **Amended by D-154 (2026-03-17):** D-033's relationship-color palette (`#4a9ebb`, `#6bc9a6`, etc.) is NOT the default entity render in normal gameplay — normal gameplay shows **uniform dark gray/black (#1a1a1a) character outlines** at all times (the outline is a pure silhouette-separation artifact, D-150's inverted-hull method, carrying zero semantic information). D-033's colors display only within the **insert/perception-mode overlay** (alongside the minimap and name bubbles) — that is the designed channel for relationship/social data, not the character outline. Applies, where it does apply (the insert/perception overlay), regardless of render fidelity. |
| **"Functional warmth"** — industrial infrastructure that people made livable, not military/not luxury | workshop-outcomes.md visual identity statements + Gore's naming | Standing mood target for the whole D-235 register above: hue ranges lean warm (terracotta, ochre, warm grey) rather than cool/clinical by default; the *cool* end of the palette is reserved for deliberately institutional template registers, not the default. |
| **Environmental neutrality — strict zero shift (D-045)** | workshop-outcomes.md §1.10 | Unchanged, still active. The D-235 material register above is diegetic/static — condition bands (D-217) shift with simulated `prosperity_score`, never with narrative/investigation state. This document adds no new exception to D-045. |
| **Entity always wins visual ties** (visual hierarchy: entity > object > structure) | visual-grammar-v01.md §1.4 / workshop-outcomes.md §1.4 | Survives as a rendering-order and saturation-hierarchy principle. In 3D terms: entity materials/outlines render at the highest effective saturation and are never occluded in a way that reads ambiguous against a similarly-toned prop. The saturation ceiling table (below) replaces the old sprite-outline-weight table. |
@@ -285,9 +285,10 @@ authored separately under T-1050).
| Decision | Relevance |
|----------|-----------|
| D-019 | Original top-down camera + offline-renderer 72.5° angle. Superseded for gameplay by D-148; survives for the offline 2D-artwork render rig. |
| D-033 | Entity color = relationship to player. Unchanged, still the primary information-bearing color system. |
| D-033 | Entity color = relationship to player. Still the primary relationship-information color system, but **amended by D-154** — displays only in the insert/perception-mode overlay, not as the default character render. |
| D-045 | Environmental neutrality — strict zero shift. Governs how the D-235 material register (§3) may and may not respond to game state. |
| D-148 | 30° low-angle gameplay `Camera3D`, supersedes D-019 for gameplay. |
| D-154 | Character outline is uniform dark gray/black at all times in normal gameplay — carries zero semantic information. Amends D-033: relationship colors move to the insert/perception-mode overlay only. See §4's corrected D-033 row. |
| D-149 | 3D characters rendered live in scene, not pre-rendered sprites. Backing precedent for §1's camera reasoning (no more sprites to render "at the angle" during play) and for §2's shared-shader-family argument (characters and environment props come off the same live-3D pipeline). |
| D-217 | Tile condition thresholds (prosperity_score bands) — the weathering-baseline mechanism referenced throughout §3. |
| D-232 | Trait-template catalog — era reframed as maintenance/wear + past-vogue holdover, not a material-tech ladder. Backing rationale for retiring the Era 1/2/3 ladder in §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, amended by **D-154** (2026-03-17,
confirmed): the relationship-color palette displays **only within the
insert/perception-mode overlay**; normal gameplay renders all character
outlines as a uniform dark gray/black (`#1a1a1a`) that carries zero
semantic information (an inverted-hull silhouette, D-150). Read both
records together — D-033 defines the palette and its meaning, D-154
restricts *where* it's shown. Still the single most important color
system in the game; applies at any render fidelity, but only inside the
insert channel. 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 §2.12.2, 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-150, 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
- `decisions/scope.md` — D-154 (D-033's insert-only display amendment)
- `docs/workshops/body-map-viewer/` — D-255 design record, measurement appendix, her co-design contribution