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A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development. forked from cameron.stream/misaligned
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4 files
README.md
# art/
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Type: knowledge
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Visual identity (clinical gore: precision-lab brutality, near-monochrome
palette, sterile amber as machine presence, blood crimson as danger and
consequence). The public splash image is now the identity
plate for the website and rendered design corpus
([interface/site.md](../interface/site.md)). World art is **flat materials
under light** — solid palette colors, emissive for machine presence, no
image textures ([interface/flat-materials.md](../interface/flat-materials.md)).
Iterate new procedural meshes in the
[asset tester](asset-tester.md) (`misaligned-assets`) before wiring them
into Bevy. Iterate dynamic Thought-liquid treatments in the separate
[effects lab](effects-lab.md) (`misaligned-effects`); its renderer is
shared package code, not a disposable prototype. The Pixel Lab generation
pipeline was removed 2026-07-08; git
history has it. Direction notes live under
`assets/reference/art-direction/` (not runtime art). Placeholders, if
any return, are tracked in this directory — not silently reused
(design law: "Justification and legibility").