--- 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" type: briefing status: active agent: Araminta updated: 2026-03-13 --- # Araminta - Project Briefing Last updated: 2026-03-13 ## Current Project State See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count). ## 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. **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. **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) **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 ## 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 ## 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? ## Current Priorities Consult `docs/sprints/` for active sprint briefing. **Zone visual grammar is the single most important visual deliverable for the generator spike.** 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. ### 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 Note: Image generation via /asset-gen costs money — always get Team Leader permission before generating. ## 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