# Closing Statement: Araminta (Art Direction & Mood Board) **Date:** 2026-02-12 --- ## 1. Does the workshop capture my domain? Yes. The visual design surfaces are covered: palette, lighting, entity system, fog rendering, insert overlay, z-stack, tile composition, camera angle, animation tiers, weather rendering. The v0.1.1 sprite set gives me a concrete first deliverable. One thing to carry forward that isn't a decision but a production principle: **sprites are shape templates that the lighting system completes.** Flat-lit assets, engine-driven atmosphere. This must be in the Nano Banana style guide as rule #1 — no baked shadows, no baked lighting, no baked mood. The sprites are neutral. Light2D does the rest. ## 2. Most important thing for v0.1.1? The Light2D warm/cool zone contrast working with the fog-of-perception cone in a single scene — that's the moment the art direction stops being a document and becomes the game. ## 3. Flags for decision recording - **D-019 amendment** should state "Rimworld-angle shallow tilt" explicitly, not "slight isometric" — those are different things. Rimworld is orthographic with a cosmetic forward tilt. Isometric implies diamond grid geometry. Keep the language precise. - **Wall rendering (Option B structural / Option A partitions)** may need revisiting now that the shallow tilt naturally shows wall faces. At Rimworld's angle, even thin partitions show a front face. The distinction may collapse to just thickness/color rather than rendering method. Flag as "confirmed in principle, implementation detail pending Tyre/Stig." - **"Entity always wins visual ties"** should be recorded as a hard rendering rule. If an entity and an object overlap, the entity's D-033 color must remain visible. This is a readability guarantee, not an aesthetic preference. ## 4. One sentence A well-maintained space station where the lighting tells you how to feel and the people tell you what to fear. --- *Araminta. Keep it clean.*