# Foldwake GDD-Derived Art Bible

## Gameplay Frames

`ART-GAMEPLAY` / `art-bible/gameplay-active.png` is the gameplay master for `SCR-GAMEPLAY` + `ST-ACTIVE`: 360×800 portrait, 4×5 `ENV-CHART`, one cyan `M-PREVIEW`, two `E-BOAT`, paired `E-HARBOR`, one `E-REEF`, one `E-TIDE`, `UI-TOPBAR`, remaining-crease count, and clear lower guidance. It must make moving/stationary halves and projected safe/hazard overlaps understandable without decorative explanation.

Mechanic coverage is explicitly limited to `M-FOLD`, `M-PREVIEW`, `M-RESOLVE`, and `M-RETRY`; reference frames may show their before/after states but cannot add a player verb.

Standalone companions: `ART-ONBOARDING` pairs `SCR-ONBOARDING`/`ST-FRESH`; `ART-HOME` covers `SCR-HOME`; `ART-PAUSE` pairs `SCR-PAUSE`/`ST-PAUSED`; `ART-SUCCESS` pairs `SCR-SUCCESS`/`ST-SUCCESS`; `ART-FAILURE` pairs `SCR-FAILURE`/`ST-FAILURE`; `ART-SETTINGS` covers `SCR-SETTINGS`; `ART-ACCESSIBILITY` covers `SCR-ACCESSIBILITY`; `ART-LEGAL-ERROR` pairs `SCR-LEGAL`/`ST-ERROR`. No frame may introduce a mechanic, currency, character, shop, daily reward, landscape layout, or free-angle fold.

`BOARD-VISUAL-BLUEPRINT` / `art-bible/visual-blueprint.png` is the deterministic 2048×1152
generation blueprint. It combines the sole gameplay master with the exact `M-FOLD`, `M-PREVIEW`,
`M-RESOLVE`, entity, system, layout, and implementation contracts before companion generation.
`BOARD-IMPLEMENTATION-OVERVIEW` / `art-bible/implementation-board.png` is the deterministic
3840×2160 final overview. It composes all nine manifest assets into the core-loop storyboard,
first-time teaching sequence, complete portrait screen family, and implementation anchors. Its text
comes from `board-spec.json`; neither board asks the image model to invent copy or mechanics.

## Entities

- `E-BOAT`: 34×28 base; crescent cream hull, ink triangular sail, 8 px amber lantern, pair glyph on sail. Active, preview-moving, projected-rescue, rescued seal, and projected-wreck outlines.
- `E-HARBOR`: 32 px ring dock, teal inner water, two pier notches, pair glyph centered. Empty, projected match, completed seal.
- `E-REEF`: 34 px irregular five-spike coral crown with dark diagonal hatch. Neutral, projected collision, decisive failure outline. Never a cute blob.
- `E-TIDE`: 28 px broad double-line arrow cut into the paper; active and 180° preview-rotated states. It is a rule marker, not animated water.
- `E-CREASE`: 4 px cyan dash, arrowheads every 64 px, draggable rail halo, and moving-half dot texture. Invalid rails are muted with a slash, not just red.

## Environments and Objects

`ENV-CHART` is a cream-edged indigo paper grid with 2 px seams, subtle fiber, and deterministic layer lips. Gameplay is flat orthographic even during `V-FOLD`. `ENV-STORM` is a dark outer frame with sparse cloud cutouts and no moving lightning under `A-MOTION`. `ENV-ATLAS` is a stitched navy book holding completed compact charts; it appears on home and success only. One base tile sprite, one edge mask family, and reusable decorative islands are enough; decorations occupy corners and cannot cross entity clear zones.

## UI, HUD, and Icons

`UI-TOPBAR`: x=16–344, y=24–96, stitched indigo strip, level left, boat count center, crease count right, 56×56 pause hit area. `UI-CREASE-RAIL`: board-edge anchored, 16 px invisible touch extension, cyan active state, dots on the moving half. `UI-PRIMARY`: lower-center cream capsule, 328×56 maximum, ink label, cyan focus ring, pressed offset 2 px. `UI-MODAL`: x=24–336, vertically centered off-white folded card on 68% indigo scrim; heading, reason, then actions. `UI-TOGGLE`: 56×32 track plus icon and explicit On/Off label, 48 px row height. Icons use 2.5 px rounded ink strokes and must survive at 20 px.

## Typography

Display: rounded humanist semibold similar in mood to Nunito Sans but implemented with a properly licensed bundled face. Body: neutral sans regular/medium. Numerals: tabular. Minimum essential type 17 px at 100%; display 28–34; top status 16–18; buttons 18 semibold; legal body 16 with 1.5 line height. `A-TEXT` scales 100/125/150%, permits two-line labels, and never shrinks text to fit. Use platform fallback for unsupported scripts and mirror directional UI in RTL while keeping board coordinates stable.

## VFX and Motion

`V-FOLD`: 280 ms, moving half hinges over the crease, shadow peaks at 55%, then state snaps exactly to `M-RESOLVE`; paper fiber scrape plus one medium `A-HAPTIC` pulse. `V-RESCUE`: 350 ms amber-to-mint ring, lantern lifts 8 px, bell plus light pulse. `V-WRECK`: 240 ms coral crack, static jagged outline, low thud plus two pulses, zero flash. `V-SUCCESS`: 600 ms three lantern motes rise into `ENV-ATLAS`, then result controls enable. Budget: 24 particles, one overlay, no blur/post-process. `A-MOTION` uses a 100 ms crossfade and static outcome icons.

## Accessibility

`A-COLOR`: verify grayscale and deuteranopia simulation; pair colors with glyph, silhouette, hatch, and arrow. `A-MOTION`: remove hinge, drift, parallax, and lantern travel; keep before/after topology. `A-TEXT`: check every standalone frame at 150%, with board clear and no clipped labels. `A-HAPTIC`: offer On/Off, never required. Minimum 4.5:1 body contrast, 3:1 large/icon contrast, 48×48 touch areas, no flash, no decorative overlap of critical cells, and screen-reader cell summaries.

## Export Rules

Reference frames: sRGB PNG, 360×800 portrait, no alpha requirement, filenames in kebab case. Runtime sources: layered SVG or 4× raster PSD equivalents at 1440×3200; export sprites at 1×/2×/3× with transparent padding, grid pivots at center, fold edges on whole pixels, UI as nine-slice where applicable. Texture atlas max 2048², premultiplied alpha off, no lossy compression on glyphs. Target visual package under 24 MB and peak gameplay draw calls under 40.

## Do and Don't

Do preserve `P-TOPOLOGY`: show the surviving board boundary and moving side. Do preserve `P-LEGIBLE`: preview every projected rescue and hazard. Do keep `E-BOAT`, `E-HARBOR`, `E-REEF`, and `E-TIDE` clear at thumbnail scale. Do place `UI-PRIMARY` in the lower thumb zone. Don’t add a hidden picture, avatar path, dialogue, coins, boosters, energy, ad rewards, shop, free-angle paper corner, realistic ocean, isometric depth, candy gloss, or excessive celebration. Any reference that makes the player ask which cells will overlap has failed.

## Provenance

All nine reference frames are newly generated for run `2026-08-foldwake-en-us`, concept `foldwake`, by OpenAI `gpt-image-2` through the Codex image-generation tool on 2026-08-19. `ART-GAMEPLAY` is the sole master; all other prompts cite it as a consistency reference. Prompt text and output filenames are recorded in `image-prompts/` and `asset-manifest.json`. The generated references are design evidence; final production assets require project licensing and export review.

## QA

Machine QA verifies PNG integrity, exact 360×800 frame dimensions, exact 2048×1152 and 3840×2160
board dimensions, distinct output bytes, complete inventory coverage, board membership, source-ref
traceability, snapshot hashes, one gameplay master, and package hash. Visual QA must inspect both
boards and each underlying full-resolution image for composition, screen/state fidelity, legibility,
safe areas, consistency, accessibility, invented mechanics, and production budget. The independent
owner must review the complete package before Phase 08 can pass. The accepted review is recorded
manually in Codex, and Phase 09 binds the exact package hash before prototype work begins.
