# Pin & Bloom — Art Bible v0.1

**Status:** provisional candidate; not production locked  
**Authority order:** GDD -> UX flow -> this written Bible -> verified reference images

## Core identity

Pin & Bloom is a light editorial 2D puzzle, not a simulated workshop. Its visual signature is a
flat botanical automaton held under patterned paper braces by enamel screw-pins. Solving replaces
clutter with a moment of life.

## Gameplay composition

- Warm ivory full-screen field
- Quiet top HUD: back/pause, level indicator, undo
- Central automaton occupies roughly 58% of screen height
- Three symbol-coded trays sit in the lower play area above the safe zone
- Essential pin heads remain at least one touch target apart
- Overlap shadows explain z-order but never imply uncontrolled depth
- Legal selection adds slate outline and a dotted path to the destination tray
- Illegal selection explains the blocker with a short brace-edge pulse

## World families

### Paper Conservatory

Pressed flowers, moth wings, seed clocks, watering mechanisms. Coral, leaf, sky, and ivory dominate.

### Sunlit Clockhouse

Circular brass diagrams, tea leaves, bells, weather vanes. More slate and brass; brightness remains.

### Cloud Nursery

Wind petals, rain beetles, kite ferns, crescent greenhouse forms. Sky and lilac expand; no dark space.

Every family uses the same pins, trays, outline weights, and UI tokens.

## Interactive object rules

- Pins: circular, matte enamel, high-contrast engraved symbol, small brass center
- Sockets: visible ivory ring with dashed symbol when empty
- Braces: one dominant botanical contour each; no random polygons
- Bloom core: visually quiet until clear; then unfolds, never explodes
- Trays: fixed location, three visible slots, symbol embossed on rim
- Seed reward: small flat emblem; no coin shower

## UI system

- Cards: ivory or white with slate outline and 16–24 px equivalent radius
- Primary action: leaf green fill, slate text when contrast passes
- Secondary action: ivory fill, slate outline
- Warning/jam: brick outline plus knot icon; not a red full-screen flash
- Progress: restored-object silhouettes, not a generic currency bar
- Modal hierarchy follows ux-flow.md; visual art cannot add more currencies or CTAs

## Accessibility and clarity

- Symbols repeat every color meaning.
- Essential outlines remain readable in grayscale.
- Paper shadows are under 12% opacity and never carry information alone.
- UI text targets WCAG AA contrast.
- Reduced motion and large text are designed states, not post-production patches.

## Technical production rules

- Reference canvas: portrait 1080×1920; Art Bible boards may be 1536×1024 landscape.
- Production UI: editable Unity sprites/TMP/layout, not flattened generated screenshots.
- Gameplay pieces: separate sprites with consistent pivots; braces preserve empty pin sockets.
- Nine-slice panels: empty center, uniform border, no baked text.
- File naming: family_subject_state_variant.png.
- Raster concept boards may guide vector/procedural recreation; they are not automatically game-ready.
- Generated source, prompt, references, and QA result remain in asset-manifest.json.

## Do / don't

Do:

- show one unmistakable flat gameplay board;
- use light space and limited color;
- make blocking relationships visible;
- pair color with symbols;
- make restoration the emotional focal point.

Don't:

- turn the board isometric or 3D;
- make a dense slide full of tiny examples;
- bake production labels into images;
- reuse generic wood-plank/screw visuals;
- add characters, currencies, timers, lives, or mechanics absent from the GDD.

## Reference boards

- art-bible/gameplay-master.png — canonical gameplay frame and palette
- art-bible/world-language.png — object families and material/shape language
- art-bible/ui-language.png — editable UI/component direction

Each board is accepted only after visual inspection against the written invariants.
