# Counterweight Choir Visual Brief v0.4

Run: 2026-08-pipeline-flow-test-en-us
Concept: counterweight-choir

## Decision Status

Selected after owner revision: realistic visual continuity with the previous Counterweight Choir generation. Preserve the bright architectural gallery, tall metal mobile, fine suspension wires, real counterweight materials, and compact white/cobalt UI. Remove only the old mathematical and resonance abstraction. The soft candy-toy v0.3 package is rejected.

## Visual Pillars

1. Real physical sculpture: credible aluminum, cable, porcelain, stone, steel, acrylic, plaster, and concrete.
2. Dense readable hierarchy: standard levels visibly carry seven to ten counterweights across two to six slender beams.
3. Physical consequence, not calculation: pose ghost, swap path, shutter state, and target arcs explain the result.
4. Architectural clarity: hard daylight, crisp shadows, neutral gallery surfaces, and compact panels frame the mobile.
5. Prior-generation continuity: match its premium realism while deleting numeric mass labels, M/H bands, phrase tokens, and calibration UI.

## Camera and Topology

Fixed portrait orthographic front elevation at 360x800 logical size. The tall complete mobile occupies the center with shallow modeled depth, credible tension wires, ring hooks, and cast shadows. No pan, zoom, orbit, perspective change, or hidden off-screen hook. FTUE may use four or five weights; standard gameplay uses seven to ten.

## Palette and Contrast

Warm gallery white #F4F1E8, plaster #E4E1D8, anodized silver #A8ADB3, graphite #292D31, cobalt #1557FF for action, and small lime #B7D62E match accents. Counterweights use believable muted porcelain, stone, steel, and one restrained cobalt selection object. State repeats through outline, geometry, icon, label, and speech.

## Shape, Material, and Type

Slender straight metal beams, fine cables, ring hooks, compact cylinders, teardrops, discs, and stone spheres replace oversized blobs. Weight class is visible through scale, silhouette, surface, and one/two/three separate embossed dots, never printed numerals. Type is a neutral modern grotesk with narrow uppercase headings, clean body copy, and tabular move/level counts.

## UI and Motion

Compact warm-white acrylic panels, thin graphite rules, cobalt primary actions, small target-pose card, moves, Undo, Retry, and a staging rail surround the central sculpture. Safe preview shows the exact settled whole-mobile ghost, displaced swap, target changes, and future shutter state. Settle finishes within 500 ms; reduced motion uses stepped before/after states.

## References and Anti-References

Primary reference is the committed v0.2 Counterweight Choir visual generation: realistic bright gallery, tall hierarchy, slender metal, cable, hard daylight, and white/cobalt panels. Anti-reference within it: numbers printed on weights, torque diagrams, signed angles, M/H/L bands, resonance token strip, phrase progress, calibration ticks, and technical diagnostics. Also reject the soft candy-toy v0.3 package, bubbly landscape footers, rubber blobs, dark navy/cyan factory defaults, papercraft, and magical bloom.

## Accessibility

Physical size plus embossed dots repeats mass; open/closed hooks use different geometry plus labels; target arcs use outline plus stamps. Support high contrast, reduced motion, 100/125/150 percent type, optional haptics, screen-reader consequence summaries, and tap-select/tap-destination parity. Gameplay targets remain at least 64x64 through invisible hit extensions.

## Prompt Plan

Use one realistic gameplay master derived from the previous generation, then generate state matrix, onboarding, home, pause, success, failure, settings, accessibility, and legal/error companions. Every standard gameplay frame contains seven to ten physical weights. The deterministic boards supply exact explanatory copy after image generation.

## Traceability Registry

- SCR-ONBOARDING
- SCR-HOME
- SCR-GAMEPLAY
- SCR-PAUSE
- SCR-SUCCESS
- SCR-FAILURE
- SCR-SETTINGS
- SCR-ACCESSIBILITY
- SCR-LEGAL
- ST-FRESH
- ST-SELECTED
- ST-DRAGGING
- ST-PREVIEW-SAFE
- ST-PREVIEW-BLOCKED
- ST-SETTLING
- ST-HOOK-REVEAL
- ST-TARGET-MATCH
- ST-PAUSED
- ST-SUCCESS
- ST-FAILURE
- ST-ERROR
- ST-LOADING
- ST-DISABLED
- ST-INTERRUPTED
- M-PICK
- M-DRAG
- M-PREVIEW
- M-SWAP
- M-SETTLE
- M-CHECK
- M-UNDO
- M-RETRY
- E-BEAM
- E-PIVOT
- E-HOOK
- E-WEIGHT-1
- E-WEIGHT-2
- E-WEIGHT-3
- E-SHUTTER
- E-ONEWAY
- E-GLASS
- E-TARGET-ARC
- E-BELL
- E-TRAY
- ENV-SCULPTURE-GALLERY
- ENV-GALLERY-ARCHIVE
- ENV-ARCHITECTURAL-BACKDROP
- UI-TARGET-CARD
- UI-MOVE-COUNT
- UI-WEIGHT-TRAY
- UI-HOOK-BADGE
- UI-PRIMARY
- UI-FROST-SHEET
- UI-LEVEL-PATH
- UI-HOW-TO
- UI-SETTING-ROW
- UI-ERROR-SHEET
- UI-LEGAL-LIST
- A-COLOR
- A-MOTION
- A-TEXT
- A-HAPTIC
- A-READER
- A-TAP
- V-GHOST
- V-HOOK-CHANGE
- V-BOUNCE
- V-TARGET-LOCK
- V-SETTLE
- V-SUCCESS
