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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

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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:
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.