# Foldwake Visual Brief

## Decision Status

Authorized for visual design by GDD `4b00f0779051ed72c58d72acf62f78b92729dd1f87ef3b01d98ffec06165b4a2`, GDD audit `aa4defc799aafff2cdcb2cbaa724b3211fffdc090ac1f22067e028b2ed6bd12e`, market analysis `e5e69a9d8b8e7cc466406557e78a57edf0c17603a75c0e52b0bf242026d7edda`, product direction `0e21b4c35dc8a58bd82201f15287242f77cd0e065c82fb253d9606ed5232d2f5`, and UX flow `083bd64d41f664f3b164a8c7b21d8d4017e68b7ab7a76d88def7754f9095d304`. Concept `foldwake`, run `2026-08-foldwake-en-us`, portrait 2D only. These hashes authorize visual interpretation, not new mechanics.

## Visual Pillars

1. **Readable paper topology:** `ENV-CHART`, `M-FOLD`, `M-PREVIEW`, and `M-RESOLVE` use crisp grid edges, visible layer lips, moving-half dot texture, stationary-half wave texture, and cyan directional arrowheads.
2. **Tiny lives, clear stakes:** `E-BOAT` is a warm lantern silhouette; `E-HARBOR` is a circular dock seal; `E-REEF` is a jagged coral crown. They remain distinguishable at 24 logical pixels.
3. **Storm outside, calm inside:** `ENV-STORM` frames the board in deep indigo without tinting cells or introducing a timer.
4. **Quiet premium tactility:** restrained fibers, soft cut shadows, brass accents, no glossy casino gradients, no confetti flood, no generic candy-game bubbles.
5. **Outcome before ornament:** `V-RESCUE`, `V-WRECK`, and `V-SUCCESS` clarify rule results before celebration.

## Camera and Topology

Fixed orthographic top-down 2D. At 360×800, `UI-TOPBAR` owns y=24–96; the playable `ENV-CHART` owns y=112–628; `UI-PRIMARY` and guidance own y=648–780. Board cells stay square. The live board can shrink while its cell size grows up to 72 px. Paper thickness is a 2–4 px edge and 4–8 px soft shadow only; perspective may not imply false adjacency. `ENV-ATLAS` uses the same camera but may fan completed pages decoratively outside gameplay.

## Palette and Contrast

Night sea `#101A3D`; chart water `#213B68`; paper cream `#F1E5C8`; cyan preview `#48D7E8`; lantern amber `#FFC857`; harbor teal `#52C7A5`; reef coral `#F06C68`; ink `#17213A`; success mint `#75E0A7`; error coral `#FF6B6B`. Body text on indigo uses cream at 11.2:1 target. `A-COLOR` redundancy: boats have lantern teardrops and pair glyphs, harbors ring docks and matching glyphs, reefs jagged silhouettes plus diagonal hatch, moving paper dot texture, and preview arrowheads. No gameplay state relies on hue.

## Shape, Material, and Type

`E-BOAT`: compact crescent hull, triangular sail, round lantern; `E-HARBOR`: open ring with two pier notches; `E-REEF`: five-point irregular coral crown; `E-TIDE`: broad double-line arrow; `E-CREASE`: dashed cyan line with large directional chevrons. `UI-TOPBAR` is a dark stitched-paper strip. `UI-CREASE-RAIL` is thin until active, then 4 px plus arrowheads. `UI-PRIMARY` is a cream capsule with ink label and 52 px minimum height. `UI-MODAL` is an off-white folded card. `UI-TOGGLE` uses track, thumb, icon, and explicit On/Off label. Type: rounded humanist display, neutral sans body, tabular numerals; localization may expand buttons 40% before wrapping.

## UI and Motion

`SCR-ONBOARDING`, `SCR-HOME`, `SCR-GAMEPLAY`, `SCR-PAUSE`, `SCR-SUCCESS`, `SCR-FAILURE`, `SCR-SETTINGS`, `SCR-ACCESSIBILITY`, and `SCR-LEGAL` each require a standalone portrait frame. Important states `ST-FRESH`, `ST-ACTIVE`, `ST-PAUSED`, `ST-SUCCESS`, `ST-FAILURE`, and `ST-ERROR` pair with those frames. `V-FOLD` is 280 ms hinge ease-in/out; `V-RESCUE` is a 350 ms warm ring; `V-WRECK` is a non-flashing 240 ms fracture and outline; `V-SUCCESS` is a 600 ms upward lantern trail. `A-MOTION` replaces spatial movement with a 100 ms crossfade. Haptics follow `A-HAPTIC` and never carry exclusive information.

## References and Anti-References

The authoritative references are the generated files in `art-bible/`, all created for this package. They may borrow only broad cut-paper and nautical-chart material language, not a named game's composition, icons, UI, characters, or fold animation. Avoid hidden-picture origami, photorealistic ocean water, isometric islands, 3D toy dioramas, watercolor storybook traversal, candy UI, gacha badges, streak flames, ad buttons, power-up trays, character dialogue, or any visual implying free-angle folding.

## Accessibility

`A-COLOR` is visible in every gameplay frame. `A-MOTION` has a preview in `SCR-ACCESSIBILITY`. `A-TEXT` must preserve board clearance at 150%. `A-HAPTIC` is explicit On/Off. Minimum control 48×48; essential type 17 px; chart symbols 24 px; no flash above three per second; no atmospheric particle may cover an entity; focus and touch order match reading order.

## Prompt Plan

Generate `ART-GAMEPLAY` first as the gameplay master covering active topology and all core entities. Use it as the visual reference for `ART-ONBOARDING`, `ART-HOME`, `ART-PAUSE`, `ART-SUCCESS`, `ART-FAILURE`, `ART-SETTINGS`, `ART-ACCESSIBILITY`, and `ART-LEGAL-ERROR`. Every prompt file names its exact `SCR-*`, `ST-*`, mechanic, entity, UI, accessibility, and VFX source refs. All outputs are standalone 360×800 PNG reference frames after deterministic resize/crop; text is limited and never used as the sole source of implementation truth.
