# Pocket Meadow: Art Direction Brief
**Version 1.0 | April 14, 2026 | Prototype Phase**

---

## 1. Visual Style & Rationale

### Chosen Direction: Soft Casual 2D
We're adopting a clean, rounded, cozy 2D style that prioritizes readability and emotional warmth over technical complexity.

**Why this style:**
- **Mobile-first clarity**: Soft shapes with clear value contrast remain readable on 6.1" screens at arm's length, even in bright outdoor conditions
- **Broad audience appeal**: Marketing research shows casual players respond better to friendly, approachable art than retro pixel aesthetics
- **Outsource-friendly**: Clear shape language and gradient shading are easier to maintain consistently across multiple contractors than pixel-perfect detail work
- **Production efficiency**: Modular assets with simple shading reduce iteration time within our 4-week prototype timeline

**Core visual principles:**
- **Shape hierarchy**: Character silhouettes > interactable objects > background elements
- **Rounded, friendly forms**: Avoid sharp angles and harsh edges
- **Gentle gradient shading**: Use 2-3 value steps per form, not flat color or heavy painterly rendering
- **Selective soft shadows**: Ground characters and key props with subtle contact shadows
- **Low visual noise**: Prioritize clean reads over texture detail

**Reference tone (describe to contractors):**
Think "modern children's book illustration meets casual mobile game" — not painterly storybook, not flat vector, not pixel retro. Imagine Stardew Valley's warmth rendered in soft 2D with rounded shapes instead of pixels.

---

## 2. Production Pipeline

### Tools & Formats
**Approved tools:**
- Photoshop, Procreate, Figma (all contractors have access)
- Spine 2D (animator only, for character rigs)

**Delivery formats:**
- Static assets: PNG with transparency, 32-bit color
- Sprite sheets: PNG + JSON atlas (use TexturePacker or Spine export)
- Animation: PNG sequences OR Spine JSON/atlas pairs
- Source files: PSD/Procreate files organized in matching folder structure

### Asset Specifications
**Resolution standards:**
- Base unit: 128px = 1 game tile
- Character height: ~192px (1.5 tiles) for player avatar
- Crop assets: 96-128px at mature state
- Props: Scale relative to character (watering can ~64px, fences ~128px)
- UI icons: 128px × 128px base, export at 1x, 2x, 3x for device scaling

**Color mode:**
- RGB color space (not CMYK)
- Transparent backgrounds for all gameplay assets
- Environment tiles may use opaque backgrounds where appropriate

**File size targets:**
- Individual sprite: <200KB
- Sprite sheet: <2MB per atlas
- Keep texture memory conservative for mid-range 2021+ mobile devices

### Workflow Stages
1. **Concept sketch** (grayscale or rough color, low-res) → submit for approval
2. **Clean line/shape pass** → quick check-in
3. **Color and shading** → final review
4. **Export and naming** → deliver with source files

---

## 3. Color Palette & Usage Rules

### Primary Palette
**Environment base:**
- Grass: `#7CB342` (mid-value green, not too saturated)
- Soil (dry): `#8D6E63` (warm brown)
- Soil (wet): `#6D4C41` (darker, cooler brown)
- Path: `#D7CCC8` (light warm gray)

**Character & NPC:**
- Skin tones: Use warm peachy range `#FFCC99` to `#D4A574`
- Clothing: Soft pastels and muted earth tones (avoid neon or high-saturation primaries)
- Hair: Natural browns, warm blondes, soft reds

**Crops (must pop against grass):**
- Turnip: Purple-white `#E1BEE7` with green tops
- Carrot: Bright orange `#FF9800` with green tops
- Strawberry: Red `#E57373` with yellow seeds
- Pumpkin: Orange `#FFB74D`
- Corn: Golden yellow `#FFD54F`
- Lavender: Purple `#B39DDB` (test carefully against grass)

**UI & feedback:**
- Coin/currency: Gold `#FFD700`
- Water: Blue `#64B5F6`
- Positive feedback: Warm yellow-green `#AED581`
- Attention/alert: Soft coral `#FF8A65` (not harsh red)

### Usage Rules
- **Value contrast is king**: Every interactable object must have clear value separation from its background (test in grayscale)
- **Saturation limits**: Keep environment at 40-60% saturation; reserve 70-90% saturation for key interactables and UI
- **Consistent lighting**: Assume soft top-down sunlight (highlights on top, shadows below)
- **Avoid color bleed**: Crops and grass must remain distinguishable even at small sizes — use value contrast, not just hue shifts

---

## 4. Animation Approach & Frame Guidance

### Animation Philosophy
- **Snappy and light**: Favor quick, bouncy timing over slow realistic motion
- **Minimal frame counts**: Use 4-8 frames for most loops to keep file sizes small
- **Readable silhouettes**: Every frame must maintain clear shape language

### Frame Counts by Action Type
**Character animations:**
- Idle: 4-6 frames, 0.5-1 second loop
- Walk: 6-8 frames, ~0.6 seconds per cycle
- Run: 6-8 frames, ~0.4 seconds per cycle
- Interact (plant/water/harvest): 8-12 frames, 0.8-1.2 seconds one-shot
- Talk gesture (NPCs): 4-6 frames, looping

**Crop growth:**
- 4 states: seed → sprout → growing → harvestable
- Static frames (no animation), but design for smooth visual progression
- Each state must be instantly distinguishable

**Props & effects:**
- Watering can: 2 states (closed/pouring), no in-between needed
- Harvest pop: 6-8 frames, 0.3-0.5 seconds, scale-up + fade-out
- Rain overlay: 8-12 frames, subtle loop, low opacity
- Tree sway: 4-6 frames, gentle 2-3 second loop

### Timing Guidelines
- Use "ease out" timing for most actions (fast start, slow end)
- Harvest and feedback effects should feel immediate (first 2 frames do most of the motion)
- Idle loops should feel natural, not mechanical (vary timing slightly between frames)

### Deliverable Format
- PNG sequences: `asset_name_001.png`, `asset_name_002.png`, etc.
- Include a simple timing reference: "8 frames @ 12 FPS" in file name or accompanying text file
- Spine rigs: Export JSON + atlas, include .spine source file

---

## 5. Scale & Readability Rules for Mobile

### The Arm's-Length Test
All key gameplay elements must pass this test: **readable on a 6.1" phone held at arm's length in moderate outdoor lighting.**

### Minimum Size Standards
- **Character heads**: Minimum 48px tall (for facial expression reads)
- **Interactable objects**: Minimum 64px in smallest dimension
- **Crop state indicators**: Minimum 32px for distinguishing features (leaves, fruit)
- **UI icons**: Minimum 96px touch targets, 64px visible icon area
- **Text overlays**: Minimum 24px font size for prices/timers

### Visual Hierarchy Enforcement
1. **Player character**: Highest contrast, warmest colors, clearest silhouette
2. **Interactable objects** (crops, NPCs, props): Medium-high contrast, saturated accents
3. **Environment tiles**: Lower contrast, muted colors, recede into background

### Contrast Requirements
- **Foreground vs. background**: Minimum 3:1 value ratio (test in grayscale)
- **UI elements over gameplay**: Use subtle drop shadows or background panels to ensure legibility
- **Crop states**: Each growth stage must have distinct silhouette AND value, not just color

### Detail Limits
- **Avoid micro-details**: No texture elements smaller than 4-6px (they'll vanish on device)
- **Simplify distant elements**: Background props can use flat shading with minimal detail
- **Limit line weights**: Outlines (if used) should be 2-4px maximum; prefer shape separation through value instead

---

## 6. Asset Naming & Folder Organization

### Naming Convention
Use this exact format for all files:

```
[category]_[asset_id]_[variant]_[state/frame].png
```

**Examples:**
- `char_player_base_idle_001.png`
- `crop_turnip_stage_02.png`
- `env_tile_soil_wet.png`
- `ui_icon_coin_128.png`
- `vfx_harvest_pop_006.png`

**Rules:**
- All lowercase
- Underscores only (no spaces, hyphens, or camelCase)
- Use descriptive but concise names
- Include resolution suffix for UI icons (e.g., `_128`, `_256`)
- Frame numbers: Always 3 digits with leading zeros (`001`, `002`, etc.)

### Folder Structure
Organize all assets in this hierarchy:

```
/assets
  /characters
    /player
      /source (PSD/Procreate files)
      /export (PNG sequences or sprite sheets)
    /npcs
      /shopkeeper
      /neighbor
  /crops
    /turnip
    /carrot
    /strawberry
    /pumpkin
    /corn
    /lavender
  /environment
    /tiles
    /props
  /ui
    /icons
    /buttons
  /vfx
    /harvest
    /weather
  /source_files (master PSDs organized by contractor)
```

### Delivery Checklist (Per Asset)
- [ ] Exported PNG(s) in correct folder
- [ ] Source file (PSD/Procreate) in `/source` subfolder
- [ ] Naming follows convention exactly
- [ ] Transparency preserved (no white backgrounds)
- [ ] File size under target limits
- [ ] Quick visual check: does it read clearly at 50% zoom?

### Version Control
- If revisions are needed, use version suffix: `_v01`, `_v02`
- Place older versions in `/archive` subfolder, keep only latest in main export folder
- Never overwrite files without confirming with producer

---

## Quick Reference: Do's and Don'ts

### DO:
✓ Use rounded, friendly shapes with clear silhouettes  
✓ Apply gentle 2-3 step gradient shading  
✓ Test all assets in grayscale for value contrast  
✓ Keep environment muted so interactables pop  
✓ Follow naming conventions exactly  
✓ Submit concept sketches before final rendering  
✓ Ask questions early if anything is unclear  

### DON'T:
✗ Use pixel art, dithering, or retro outlines  
✗ Add micro-details that disappear on small screens  
✗ Mix shading styles between assets  
✗ Use high-saturation colors for environment base  
✗ Create assets without checking the scale guide  
✗ Deliver files without source PSDs  
✗ Assume — always confirm if uncertain  

---

## Contractor Onboarding Priorities

### Week 1 Focus (First Playable)
**Must-have assets (P0):**
- Player character (idle, walk, interact animations)
- 3 crops with 4 growth states each (turnip, carrot, strawberry)
- Farm soil tiles (dry, wet, tilled)
- Grass and path tiles
- Core UI icons (coin, water, seed, plant/water/harvest buttons)

**Nice-to-have (P1):**
- 1 NPC (shopkeeper with idle + talk)
- Watering can prop
- Market stall kit pieces

### Daily Check-ins
- End of Day 1: Concept sketches for player + 1 crop
- End of Day 2: Clean line pass review
- End of Day 3: Color and shading review
- End of Week 1: First playable asset delivery

### Communication Protocol
- Submit work-in-progress via [specify your file-sharing method]
- Flag any blockers or questions immediately in [specify channel]
- Producer will respond within 4 business hours for approvals
- If you don't hear back, proceed with best judgment and note assumptions

---

## Style Consistency Checklist (Self-Review Before Submission)

Before submitting any asset, verify:

1. **Shape language**: Rounded forms, no harsh angles?
2. **Shading**: 2-3 value steps, gentle gradients?
3. **Contrast**: Passes grayscale test against intended background?
4. **Scale**: Readable at 50% zoom (simulates phone screen)?
5. **Color**: Fits within palette, appropriate saturation level?
6. **Naming**: Follows exact convention?
7. **Format**: PNG with transparency, correct resolution?
8. **Source file**: PSD/Procreate saved in `/source` folder?

---

## Contact & Questions

**Producer**: [Insert contact info]  
**Design Lead**: [Insert contact info]  

**Response time**: Within 4 business hours for approvals, same-day for blockers.

**When in doubt**: It's always better to ask than to guess. We'd rather answer 10 questions than redo an asset.

---

**Welcome to the team! Let's make something cozy together.**
