# Refrain Garden GDD-Derived Art Bible

Run `2026-08-mobile-originality-live-test-en-us`; concept `refrain-garden`. This is an implementation contract for the exact bound GDD revision, not a moodboard.

## Gameplay Frames

`ART-GAMEPLAY` is the authoritative portrait master for `SCR-GAMEPLAY` in `ST-ACTIVE`. It must show the complete 6x8 grid, visible perimeter anchors, four glyph seeds and matching flowers, thorns, stones, a directional gate, two numbered permanent cyan ribbons, and the next four-beat preview. The player must be able to infer that older ribbons remain active.

`ART-GAMEPLAY-STATES` documents `ST-DRAWING`, `ST-PREVIEW`, `ST-RESOLVING`, `ST-LOADING`, `ST-DISABLED`, and `ST-INTERRUPTED`. Standalone frames are `ART-ONBOARDING` for `SCR-ONBOARDING`/`ST-FRESH`, `ART-HOME` for `SCR-HOME`, `ART-BED-SELECT` for `SCR-BED-SELECT`, `ART-PAUSE` for `SCR-PAUSE`/`ST-PAUSED`, `ART-SUCCESS` for `SCR-SUCCESS`/`ST-SUCCESS`, `ART-FAILURE` for `SCR-FAILURE`/`ST-FAILURE`, `ART-SETTINGS` for `SCR-SETTINGS`, `ART-ACCESSIBILITY` for `SCR-ACCESSIBILITY`, and `ART-LEGAL-ERROR` for `SCR-LEGAL`/`ST-ERROR`.

All screen references are 360x800 portrait. `BOARD-VISUAL-BLUEPRINT` is the early structure lock. `BOARD-IMPLEMENTATION-OVERVIEW` is the final 3840x2160 production overview and includes every accepted frame.

## Entities

- `E-SEED`: pale 30-36 px disc, dark unique glyph, cyan predicted ghost, four directional travel ticks. Never use color alone to identify it.
- `E-FLOWER`: 44-52 px radial target with the matching glyph; closed, anticipation, and open bloom states. It must be visibly larger than its seed.
- `E-ANCHOR`: 28-32 px pale socket centered on the board border; free, drawing-source, and occupied states.
- `E-THORN`: coral spike cluster with an X-like center; static hazard; no soft flower silhouette.
- `E-STONE`: blunt graphite mass occupying one cell; no glow, glyph, or ambiguity with a gate.
- `E-GATE`: framed cell plus unambiguous one-way arrow; open and blocked direction variants.

Entity silhouettes must remain readable at 100% logical resolution and in grayscale. No faces, characters, weapons, or collectible currencies are part of the game.

## Environments and Objects

`ENV-GARDEN` is a perfectly flat rectangular gameplay bed with a complete 6x8 topology and visible border. `ENV-NIGHT` supplies the indigo paper-light atmosphere and restrained plant-edge decoration outside the playfield. `ENV-HERBARIUM` is the menu/selection setting: five pressed-flower specimen cards, one per six-board bed.

Background texture is baked into large static surfaces, not placed over cells. Decorative leaves must remain outside touch-critical zones. Lighting is illustrative and uniform; it must not imply height, occlusion, or navigable 3D space.

## UI, HUD, and Icons

`UI-TOPBAR` anchors below the top safe area and contains bed/board label, ribbon budget/status, and pause. `UI-TIMELINE` sits below the board or in the result modal, exposes beats 1-4, and distinguishes preview from resolution. `UI-PRIMARY` uses cyan fill, dark text, minimum 48x48 touch size, and explicit verbs such as Continue, Resume, Retry, or Next. `UI-MODAL` uses a centered paper panel over a 65% indigo scrim while leaving enough board visible to retain context. `UI-UNLOCK` is a secondary home-screen card and never appears in gameplay.

Icons use 2 px dark outlines, simple filled geometry, and a text label where consequences matter. Back uses a left arrow; close uses X only when it cannot be mistaken for failure; pause uses two bars. Safe-area margins: 24 px top, 20 px bottom, 16 px sides.

## Typography

Display: high-contrast botanical serif, title case, 28-36 px. Body/UI: humanist sans, 16 px base, 20 px instructional, 14 px minimum metadata. Numbers in `UI-TIMELINE` use tabular figures. Buttons use sentence case, never all-caps paragraphs. Fallback must cover Latin Extended. Layouts reserve 35% expansion and support `A-TEXT` at 100%, 120%, and 140% without truncating the primary action.

## VFX and Motion

- `V-RIBBON`: 240 ms draw-follow with cyan core and paper-grain edge; committed lines settle to 85% intensity but stay visible.
- `V-PULSE`: one 180 ms traveling pulse per active ribbon per beat, synchronized to `M-BREATH`.
- `V-BLOOM`: 320 ms radial flower opening on correct arrival; preserve the glyph.
- `V-THORN`: 160 ms coral spike emphasis at the failing cell, followed by freeze.
- `V-EDGE`: 160 ms boundary ripple at the exited cell.
- `V-COLLISION`: two converging seed silhouettes, white contact ring, then coral freeze.
- `V-ORDER`: incorrect flower glyph and expected-order marker pulse together.
- `V-SUCCESS`: 450 ms sequential four-flower glow, no confetti or currency burst.

`M-RIBBON` commits after release; `M-PREVIEW` is dotted and lower opacity; `M-BREATH` advances exactly four discrete beats; `M-VECTOR` displays accumulated influence; `M-BLOOM` resolves glyph matches; `M-RETRY` restores the last stable start without transition delay. Reduced motion under `A-MOTION` replaces travel with stepped positions. Optional `A-HAPTIC` patterns are light commit, four soft beats, success cadence, and one firm failure pulse.

## Accessibility

`A-COLOR`: glyphs, spikes, arrows, numbers, and line styles redundantly encode color. `A-MOTION`: stepped resolution, no camera movement, and no required motion tracking. `A-TEXT`: three scales with reflow and 4.5:1 body contrast. `A-HAPTIC`: Off/Light/Full and never the sole signal. The decisive failure location remains visible until the user acts. No flash pattern exceeds three events per second. Screen reader labels must announce seed glyph, cell coordinate, predicted four-beat path, and failure reason.

## Export Rules

Reference screens export as 360x800 sRGB PNG with alpha only where needed. Production UI must be rebuilt as text and components, not cut from generated raster images. Source art uses layered files grouped Background/Grid/Objects/Entities/Ribbons/VFX/UI. Runtime sprites use power-of-two atlases, 2 px extrusion, straight alpha, and lossless compression for glyphs. Entity pivots are cell-center; anchors pivot at socket center; gates pivot at cell-center. Naming is `rg_<category>_<id>_<state>_<scale>`.

The grid must scale from logical 360x800 without changing the 6x8 topology. Maintain a maximum of two 2048 atlases for the prototype visual set, 128 MB texture memory on target mid-tier Android, and no generated text embedded in production controls.

## Do and Don't

Do keep every committed current numbered and persistent. Do show all four beat positions before commit. Do freeze failures on the exact thorn, edge, collision, wrong-order, or budget event. Do preserve glyph identity in seed, flower, preview, and result states. Do use the structural board to explain relationships.

Do not copy the supplied Chrono-Blade artwork; only its overview-board information density is relevant. Do not add perspective, camera drama, characters, combat, scores, hints, energy, ads, currencies, random rewards, or decorative currents. Do not crop the gameplay grid, hide old ribbons, use color-only targets, or let texture overpower cell boundaries.

## Provenance

The master and ten companion frames were created with OpenAI `gpt-image-2` through Codex. Companion frames reference the accepted gameplay master. Exact prompts are retained under `image-prompts/`; output mappings, UTC timestamps, source references, and machine checks live in `asset-manifest.json`. The structural boards are deterministic compositions produced from `board-spec.json`, written design copy, and accepted frames. Generated raster UI is concept/reference evidence only and is not licensed as a third-party production asset.

## QA

Machine QA verifies PNG integrity, exact dimensions, declared coverage, source-ref prompt traceability, unique standalone frames, board dimensions, source snapshot hashes, and package hash. Generator self-review corrected the onboarding grid to 3x4, opened every flower in success, and changed the failure frame so the depicted cause matches a same-cell collision.

Independent owner review remains mandatory for request fidelity, written-design completeness, cross-document consistency, evidence traceability, screen/state coverage, fidelity, gameplay readability, safe areas, accessibility, and absence of invented mechanics. That reviewer must be independent of the generator before Phase 08 can pass.

Complete traceability inventory: screens `SCR-ONBOARDING`, `SCR-HOME`, `SCR-BED-SELECT`, `SCR-GAMEPLAY`, `SCR-PAUSE`, `SCR-SUCCESS`, `SCR-FAILURE`, `SCR-SETTINGS`, `SCR-ACCESSIBILITY`, `SCR-LEGAL`; states `ST-FRESH`, `ST-DRAWING`, `ST-PREVIEW`, `ST-RESOLVING`, `ST-ACTIVE`, `ST-PAUSED`, `ST-SUCCESS`, `ST-FAILURE`, `ST-ERROR`, `ST-LOADING`, `ST-DISABLED`, `ST-INTERRUPTED`; mechanics `M-RIBBON`, `M-PREVIEW`, `M-BREATH`, `M-VECTOR`, `M-BLOOM`, `M-RETRY`; entities `E-SEED`, `E-FLOWER`, `E-ANCHOR`, `E-THORN`, `E-STONE`, `E-GATE`; environments `ENV-GARDEN`, `ENV-NIGHT`, `ENV-HERBARIUM`; UI `UI-TOPBAR`, `UI-TIMELINE`, `UI-PRIMARY`, `UI-MODAL`, `UI-UNLOCK`; accessibility `A-COLOR`, `A-MOTION`, `A-TEXT`, `A-HAPTIC`; VFX `V-RIBBON`, `V-PULSE`, `V-BLOOM`, `V-THORN`, `V-EDGE`, `V-COLLISION`, `V-ORDER`, `V-SUCCESS`.
