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settled-reach/docs/workshops/art-direction-mood-board/closing-brief.md
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jpmschweitzerandClaude Opus 4.6 0358eedbc5 docs(workshops): archive art direction & mood board workshop (3 rounds + closing)
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>
2026-02-12 23:21:09 +01:00

2.3 KiB

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:

  1. Does the workshop output capture your domain's concerns? Anything missing?
  2. What's the single most important thing to get right in v0.1.1? One sentence.
  3. Any flags for Qatux's decision recording? Corrections, nuances, things that must be worded carefully.
  4. 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.