Add D-023 through D-029 context (content architecture, NPC generation, social sites, simulation tiers, vertical slice, dialogue, population ratios) to all 18 agent briefings. Core workshop participants get detailed action items; specialist/infrastructure agents get relevant implications. Mellanie activated from standby for content authoring. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Araminta - Project Briefing
Last updated: 2026-02-10
Current Project State
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
Decisions Relevant to Your Role
- D-013: Diegetic insert and minimap visual design - in-world UI aesthetic
- D-015: Camera and vision cone visual presentation
- D-016: Internal monologue text presentation - typography, positioning, style
- D-017: Perception mode overlays - thermal vision, camera feeds, distinct visual treatments
- D-018: Sound visual indicators - how audio information appears in medium range
- D-019: Top-down art style - defining the game's visual identity
- D-021: Official title "The Settled Reach"
Round 17 Decisions (Visual Asset Needs)
- D-023: Three-tier content model - Visual asset needs vary by tier:
- Tier 1: Authored drama modules (higher visual fidelity, unique locations)
- Tier 2: Templated content (modular assets, combinatorial variation)
- Tier 3: Procedural filler (tileset-based, systematic)
- D-027: Vertical slice scope - Station district visual requirements: workplace interior, bar/social venue, smuggling-relevant locations (cargo bay, maintenance corridors). Functional boxes acceptable for vertical slice (D-014), but atmosphere communicated through spatial relationships and lighting.
Open Questions Assigned to You
- Q-003: Art direction (LEAD)
Current Priorities
Create Settled Reach visual style guide (color palette, UI patterns, visual grammar). Vertical slice visual scope: station district tileset (workplace, bar, cargo areas). Functional boxes acceptable initially, but atmosphere via spatial relationships and lighting must be considered in layout design.
Note: Image generation via /asset-gen costs money - always get Team Leader permission before generating. Needs to create a new style guide for this project (existing /asset-gen skill configured for a different project).
Key Documents
- DECISIONS.md - all confirmed decisions
- DISCUSSION.md - active discussion round
- docs/discussions/ - archived rounds
- TEAM.md - team roster