Cast designs: shortlist README, shared style rules, prior-art facts

Seven characters, Persona-style chibi bust portraits, render process with
one hypothesis per prompt.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-10 04:27:56 +02:00
commit 352da2765b
2 changed files with 217 additions and 0 deletions

126
cast-designs/README.md Normal file
View file

@ -0,0 +1,126 @@
# Cast designs: the shortlist
Seven characters get real designs before anyone else in the swarm does.
The operator, 2026-10-10: "none of these guys are gonna make it to the swarm.
I want Libby, Heimdall, Kiko, Aqua, Weksa, Nibu, Eureka."
| Character | Body (repo) | Key colour | File |
|---|---|---|---|
| Eureka | the Mind herself | ember orange `#ff8a2a` | [eureka.md](eureka.md) |
| Libby | CultLib | reading-lamp green `#2fbf71` | [libby.md](libby.md) |
| Heimdall | Heimdall | cobalt `#3466ff` | [heimdall.md](heimdall.md) |
| Kiko | StreamPixels | stream magenta `#ff3fa4` | [kiko.md](kiko.md) |
| Aqua | AquaSynth | tank cyan `#22d3e6` | [aqua.md](aqua.md) |
| Weksa | weksa | terracotta `#d9483b` | [weksa.md](weksa.md) |
| Nibu | AetheriaLore | violet `#9a6bff` | [nibu.md](nibu.md) |
Each file holds three design directions (A, B, C) that differ in silhouette
and concept, a ready-to-run design-sheet prompt per direction, and the
portrait set spec. Facts behind the style rules are in
[research/style-prior-art.md](research/style-prior-art.md).
## What failed, so it is not repeated
The sticker rig (`self/cast-stickers`) drew every character on one shared body
and swapped hair and props. At thumbnail size all 24 read as the same figure in
different wigs: tiny full bodies, no dominant shape, no hook. These designs
start from the opposite end: silhouette first, one hook per character, and the
face large enough to carry the expression.
## Style target
Chibi anime **bust portraits** in the manner of Persona dialogue UI: head and
shoulders, angled toward the text box, one expression per line of dialogue,
inside a graphic frame keyed to the character's colour. Persona Q is the
series' own precedent for this: Soejima redrew the P3/P4 casts as
super-deformed and kept each character's standout features exaggerated so
they survived the shrink.
- Proportions: 2.5 heads tall on the full-body sheet (the 2 to 3 head chibi
band). In the bust, the head fills 55 to 65 percent of frame height.
- The bust is the product. The full-body turnaround exists to lock the design;
it is reference, not a sticker.
## Shared rules: what makes the set cohere
The set coheres by **rendering**; the characters differ by **shape and hue**.
1. **Line.** Bold dark outline, outer silhouette line about twice the weight of
inner lines. Line colour is a dark shade of the character's key colour, never
pure black.
2. **Rendering.** Flat cel shading: one base tone and one shadow tone per
material, plus a single rim light in the key colour on the side away from
the light. No gradients on skin, no texture, no painterly blending, no pixel
art, no 3D look.
3. **Eyes.** Large anime eyes with two specular highlights, same construction
for everyone. Eye shape (round, almond, sharp, hooded) is a per-character
choice and part of the design.
4. **Framing.** Bust cropped at mid-chest, three-quarter view, character faces
screen right toward the text box; light from upper left. The baseline (shoulder
line, eye line) stays fixed across a character's whole expression set so the
portrait does not jump between lines.
5. **Palette discipline.** Each character owns one key hue, fixed across all
three directions, and no two characters share it. A direction's palette is 4
to 6 colours: key, a dark of the key for line and deep shadow, one skin or
body tone, one neutral, one accent. The accent may borrow another
character's hue only if it covers under 10 percent of the figure.
6. **UI frame.** Portraits sit on the GameCult ground `#07111a` in a
parallelogram card, edge-lit in the character's key colour, nameplate in IBM
Plex Mono uppercase tracked wide (the brand label face). The frame is
composited, never rendered into the image.
## What keeps them from being samey
- **One dominant shape language per character**, and each one different:
Libby squares, Heimdall arcs and spikes, Kiko stepped pixels, Aqua circles,
Weksa flowing lines, Nibu swept wedges, Eureka a spark on a circle.
- **The hook is above the shoulders.** A bust only shows head and shoulders, so
every hook is hair, headwear, ears, a held prop raised to the face, or a
collar. A hook on the boots does not exist in this product.
- **Silhouette test, cast-wide.** Fill each bust black, shrink to 48 px, put all
seven side by side. Every one must be nameable. If two collide, the later
direction changes, not the rendering rules.
- **No shared body.** Body type, head shape, eye shape and hair mass are
per-character design decisions written into each direction.
## Render process
From `~/.claude/doctrine/images.md` and the concept-mill rule
(image-prompts-test-hypotheses):
1. **Every render tests one stated hypothesis.** Each prompt below states it.
Record hypothesis, variable, observation and the operator's verdict in a
results table beside the renders.
2. **One variable per variant, against a named baseline.** The first render of
a direction is its baseline. A follow-up changes one thing (hook size, palette
accent, the style block's line clause) and says which.
3. **The exact prompt is saved beside each image**, same base filename, `.md`
with the generation mode or model recorded. An image without its prompt is
not a deliverable.
4. **Renders are from scratch.** Carry what worked forward by rewriting the
prompt, never by editing a prior render or feeding it back as a reference.
5. **The style block is not sacred.** When a round points at a clause, edit it,
name the edit as that round's variable, and promote what holds back into this
README.
Suggested layout: `cast-designs/renders/<character>/<direction>-r<round>-<variant>.png`
with its `.md` prompt twin, and `cast-designs/renders/<character>/results.md`.
### Style block v1 (inlined in every prompt)
> chibi anime character design, 2.5 heads tall super-deformed proportions,
> oversized head, large expressive anime eyes with two highlights, bold clean
> outline thicker on the outer silhouette than on inner lines, line colour a dark
> shade of the key colour, flat cel shading with one shadow tone and one rim
> light, no gradients, no texture, no pixel art, no 3D render. Character design
> sheet on a plain off-white background: on the left a large bust portrait, head
> and shoulders cropped at mid-chest, three-quarter view facing right; on the
> right a full-body chibi turnaround, front, three-quarter, side and back, neutral
> standing pose, all at the same height. No text, no logos, no watermark.
## Order of rendering
Round 1 renders one direction per character, chosen for the strongest
above-the-shoulder hook, to test the style block itself across the cast before
spending renders on alternatives. See the end of each character file for its
candidate and the reason.

View file

@ -0,0 +1,91 @@
# Style prior art: Persona portraits, chibi proportions, iconic reads
Facts gathered 2026-10-10 for the cast-designs shortlist. Each line says what the
source states; where no primary source was found, the line says so. Conclusions
drawn from these facts live in `../README.md`, not here.
## Persona series art direction and UI
- Shigenori Soejima has been the Persona series character designer and art
director since Persona 3 (2006), succeeding Kazuma Kaneko.
Source: [Wikipedia, Shigenori Soejima](https://en.wikipedia.org/wiki/Shigenori_Soejima).
- Each mainline game is keyed to one colour: art director Masayoshi Sudou says
Persona 3's main colour was teal, Persona 4's "a vivid yellow", Persona 5's
"a crimson red", with black and white text chosen against it.
Source: [Famitsu interview translated by SegaBits](https://segabits.com/?p=54918).
- Kazuhisa Wada says Persona 5's UI design and red-and-black colouring were chosen
from the game's theme and message, and contrasts P5's warm colours with
Persona 3 Reload's cold ones.
Source: [GamerBraves interview](https://gamerbraves.com/?p=129988).
- Sudou and Soejima met often during Persona 3 to brainstorm the GUI; the same
look extended to the website.
Source: [SegaBits / Famitsu](https://segabits.com/?p=54918).
- Persona 5's interface makes heavy use of character portraits and 3D models;
Joker stays in the menu background and changes pose with the selected item.
Source: [Mechanics of Magic, Visual Design of Games: Persona 5](https://mechanicsofmagic.com/2022/04/23/visual-design-of-games-persona-5/).
- Persona 3 Reload remade the dialogue portraits and kept characters' signature
expressions; one cited example is the protagonist's deadpan stare.
Source: [Yahoo / GamesRadar on Reload portraits](https://sg.news.yahoo.com/persona-3-fans-really-hope-162644075.html),
[Gematsu, Reload announcement](https://www.gematsu.com/2023/06/persona-3-reload-announced-for-xbox-series-xbox-one-and-pc).
- Not found in a primary source: the exact expression count per character, or a
written spec for dialogue-portrait framing. What the README says about bust
framing (head and shoulders, angled toward the text box, one expression per
line of dialogue) is observed convention across the games, not a cited rule.
## Persona Q: the series' own chibi redesign
- Persona Q (3DS, 2014) redrew the P3 and P4 casts as super-deformed chibi; Soejima
did the redesigns and said it was his first time working in that style.
Source: [Wikipedia, Persona Q](https://en.wikipedia.org/wiki/Persona_Q:_Shadow_of_the_Labyrinth),
[Game Informer feature, 2014](https://www.gameinformer.com/b/features/archive/2014/07/18/a-glimpse-into-the-mind-of-personas-art-director.aspx).
- His two stated reasons: kinship with Etrian Odyssey's look, and the small 3DS
screen, where full-proportion designs would look cramped.
Source: [Nintendo Everything](https://nintendoeverything.com/tag/shigenori-soejima/),
[Nintenderos (Spanish)](https://www.nintenderos.com/2014/10/el-disenador-de-persona-q-nos-habla-sobre-el-estilo-del-juego/).
- His method, as reported: find what makes each character stand out, then adjust
those features so they stay recognisable after deformation.
Source: [Game Informer](https://www.gameinformer.com/b/features/archive/2014/07/18/a-glimpse-into-the-mind-of-personas-art-director.aspx).
## Chibi proportions
- Chibi / super-deformed figures are usually 2 to 3 heads tall; guides range up
to 4, and SD is quoted at 2 to 5 depending on style and age.
Sources: [Wikipedia, Chibi (style)](https://www.wikipedia.org/wiki/Q-version),
[Clip Studio tips, chibi body ratio](https://tips.clip-studio.com/es-es/articles/4806?org=1),
[intfiction forum thread](https://intfiction.org/t/video-games-of-characters-with-short-proportions/63241).
- Wikipedia puts the SD head at one third to one half of total height and notes
that details such as jacket folds are dropped in favour of general shapes.
Source: [Wikipedia, Chibi (style)](https://www.wikipedia.org/wiki/Q-version).
- Terminology is loose: "SD" names the head-to-body ratio, "chibi" connotes small,
round and childlike; the terms are used interchangeably. Source: forum
discussion above (opinion, not a reference work).
## Iconic reads at small size
- Valve's TF2 paper (Mitchell, Francke, Eng, NPAR 2007): the nine classes were
given distinct silhouettes and remain identifiable as pure silhouettes; the
silhouette-only test was used during concept work.
Source: [Illustrative Rendering in Team Fortress 2](https://www.cs.princeton.edu/courses/archive/fall07/cos597B/papers/mitchell-team-fortress.pdf).
- The same paper: body proportions, weapons, and lines made by hats, footwear and
clothing folds were designed to make each outline unique; interior folds echo
the outer silhouette.
Source: same paper; [Valve NPAR07 slides](https://cdn.fastly.steamstatic.com/apps/valve/2007/NPAR07_IllustrativeRenderingInTeamFortress2_Slides.pdf).
- TF2's read hierarchy: team from colour, class from silhouette and shape,
weapon from the rest of the outline.
Source: [GDC 2008, Stylization With a Purpose](https://cdn.steamstatic.com/apps/valve/2008/GDC2008_StylizationWithAPurpose_TF2.pdf).
- Practitioner guides (blog-grade, rules of thumb): fill the figure black and view
it at about 32x32 px; check the whole cast side by side; circles read friendly,
squares stable, triangles sharp or dangerous; keep 2 to 5 core colours with one
signature accent; order of work is silhouette, then colour, then detail.
Sources: [Bugnet, character design basics](https://bugnet.io/blog/character-design-basics-for-indie-devs),
[Made Good Designs](https://madegooddesigns.com/character-design-basics/).
## Expression sets in portrait-driven games
- Commercial visual-novel sprite packs ship 6 to 33 expressions per character;
a common core is neutral, smile, sad, angry, surprised, often plus one
character-specific state. Packs keep framing and baseline identical across
expressions so the sprite does not jump when it changes.
Sources: [itch.io Luna collection](https://prometheus-pictures.itch.io/luna-emotional-sprite-collection-33-expressions-for-visual-novels-rpgs-romance),
[itch.io convenience-store worker set](https://pompack.itch.io/friendly-convenience-store-worker).
Market practice, not an industry standard.