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
README.md
# art/ ``` Type: knowledge ``` 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").