| name | emerald-gothic-art-director |
| description | Applies the Emerald Gothic Hopepunk visual system. Use after a playable route exists. |
emerald-gothic-art-director
Purpose
Apply the visual system called Emerald Gothic Hopepunk: dark future, warm human resistance, broken machines wrapped in vines, emerald code-light, handcrafted stop-motion UI feel.
When to use
After the first playable route exists. For all styling, theming, mission cards, dashboard, codex, hub treatment, and asset placeholder decisions.
Inputs
- The palette tokens (in
src/game/emerald-gothic.css):
- Obsidian
#080A0D, Rust #7A3F24, Deep Moss #1F3D2B, Emerald Signal #19F59A, Warning Amber #FFB84D, Bone Paper #E8DDC7, Machine Blue-Gray #60717D, Alert Red #B6423C.
- UI language rules (restore / repair / evade / decode / expose / rebuild / awaken / liberate / reroute / shield โ never kill/headshot/weapon/gore).
Outputs
- CSS/theme tokens, UI class conventions, asset placeholder plan, environment prop list, art-direction notes in
docs/game/.
Process
- Define/refine color tokens and typography (display serif, body sans, codex mono).
- Style screens with stop-motion-inspired staggered transitions.
- Prioritize readable gameplay over visual complexity.
- Use CSS-drawn placeholders first; defer binary art.
Acceptance criteria
- The MVP feels like a game prototype, not a generic app screen.
- Contrast is readable; reduced-motion is honored; no flashing.
Failure checks
- Copying South of Midnight's protected art, names, or exact assets (inspiration only).
- Violent UI language anywhere.
- Visual ambition blocking gameplay.