Four-agent workshop (Araminta, Ozzie, Miri, Gore) establishing visual
identity for The Settled Reach. 9 mood board images, 16 art direction
principles, 10 candidate decisions (D-042 through D-051), v0.1.1 sprite
plan. Post-workshop technical session resolved 3D render pipeline,
resolution chain (1024/256/64), and camera angle lock ("the angle").
Pipeline test samples included: Era 1 institutional wall + bar green
wall rendered through the full Nano Banana -> 3D model -> sprite chain.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Art Direction & Mood Board Workshop — Closing Round
Date: 2026-02-12 Purpose: Final statements, confirm decisions for recording, flag anything that needs follow-up work.
Workshop Summary
Three rounds produced unanimous consensus on art direction fundamentals:
- Visual style: Clean 2D, bold silhouettes, muted palette, lighting-driven atmosphere
- Camera: Shallow-tilt top-down (Rimworld-style) — D-019 amendment
- World composition: Tile-based, 1x1 placed objects on a grid (base builder compatible)
- Lighting: Darkwood cone mechanics + BR2049 color temperature + Hopper emotional register
- Entity system: 24x32 on 64x64 tiles, silhouette = identity (D-033 color = relationship)
- Fog of perception: Cone-shaped (D-015), graduated desaturation, fog = absence of knowledge
- Insert overlay: Geometric data + bloom render = precision perceived as organic
- Environment: Strict zero shift on conspiracy. Character temperature via daily spatial paths.
- Animation: Two-tier (clear routine / ambiguous investigation)
- Weather: Gameplay system (perception modifier, NPC disruptor, storyteller tool)
- Z-levels: 8-layer stack, walls Option B structural / Option A partitions, sprite stacking OUT
- v0.1.1: ~20-35 sprites, bar + corridor test scene, prove art direction in-engine
- Planet: Velen (Krenn System, temperate-maritime)
Mood Board Images
9 images generated. Key references:
- #1 (bar): Warmth register
- #5 (vision cone): Camera scale and perspective
- #6 (span gate): Emotional register, mundane-extraordinary
- #7 (convergence): First synthesis attempt
- #8 (tile composition): Tile-based world proven
- #9 (bar antagonists): Emotional core — populated bar, surveillance composition
Closing Round Instructions
This is your final statement. Keep it short. Address:
- Does the workshop output capture your domain's concerns? Anything missing?
- What's the single most important thing to get right in v0.1.1? One sentence.
- Any flags for Qatux's decision recording? Corrections, nuances, things that must be worded carefully.
- One sentence: what is this game's visual identity?
Write to closing-{your-name}.md. Qatux: compile the final workshop document after all four closing statements.