docs/030_CharacterBible/CHR001_NovaStriker/21_VisualDevelopment.md

21 Visual Development

Status: Sprint 1.7 pack

Source pipeline: [Visual Development Pipeline](../../035_VisualDevelopment/00_PipelineOverview.md)

Machine definition: assets/definitions/concepts/CHR001/visual_development.yaml

1. Silhouette Exploration

| ID | Description | Strong Points | Weak Points | Gameplay Score | Originality | Production Risk | Hero Score |

| --- | --- | --- | --- | --- | --- | --- | --- |

| NS-SIL-01 | Forward-leaning sprinter with compact torso and active right glove | instant speed read, good attack direction | narrow torso may feel fragile | 90 | 88 | medium | 89 |

| NS-SIL-02 | Wide glove arcs with small head and long legs | strong melee focus | hands can overpower expression | 84 | 82 | medium | 83 |

| NS-SIL-03 | Sharp mask crest and angular shoulders | recognizable head profile | head draws too much focus | 83 | 86 | low | 84 |

| NS-SIL-04 | Diagonal energy core cutting across torso | strong motion line | torso detail may clutter | 87 | 89 | medium | 88 |

| NS-SIL-05 | Long-legged runner with small shoulder mass | fast read at distance | lower impact weight | 82 | 80 | low | 81 |

| NS-SIL-06 | Twin boot fins and low sprint posture | readable run identity | lower body can get noisy | 84 | 87 | medium | 85 |

| NS-SIL-07 | Cropped street jacket shape over suit | urban hero tone | less iconic in tiny scale | 80 | 88 | low | 82 |

| NS-SIL-08 | Raised gauntlet and open off-hand | excellent attack silhouette | asymmetry needs animation control | 91 | 89 | medium | 90 |

| NS-SIL-09 | Narrow waist with oversized combat gloves | readable brawler | risks cartoon proportions | 81 | 78 | high | 80 |

| NS-SIL-10 | Angular scarf trail behind shoulder | motion and direction read | overlaps cape language | 86 | 88 | medium | 87 |

Top 3 Selection

| Rank | ID | Reason |

| --- | --- | --- |

| 1 | NS-SIL-08 | Best blend of attack readability, hero confidence, and animation potential. |

| 2 | NS-SIL-01 | Cleanest agile striker read and lowest ambiguity in gameplay scale. |

| 3 | NS-SIL-04 | Strong energy identity, useful as secondary torso language. |

2. Shape Studies

| ID | Dominant Forms | Negative Space | Balance | Readability |

| --- | --- | --- | --- | --- |

| NS-SIL-08 | triangles in gauntlet, mask, elbows; circular energy core | open gap between raised glove and head | asymmetrical but stable through planted feet | active hand and attack direction read first |

| NS-SIL-01 | diagonal triangles through torso and legs; small circular joints | leg gap and forward arm gap create speed | balanced by rear shoulder and forward knee | sprinting hero reads at 25% |

| NS-SIL-04 | diagonal core stripe, triangular chest angles, circular glow | torso cut creates focal break | central core anchors fast limbs | energy striker role reads before color |

3. Value Studies

| Study | Light | Midtone | Shadow | Rim Light | Contrast |

| --- | --- | --- | --- | --- | --- |

| NS-VAL-01 | face, gloves, chest core | suit mass | boots, underarms, inner legs | right shoulder and calf | high focal contrast |

| NS-VAL-02 | gloves and boot tips | mask and torso | back leg and jacket underside | left outline only | medium contrast, safer for animation |

| NS-VAL-03 | chest core and visor | suit and gloves | lower body | full energy-side rim | high energy read, risk of glow noise |

No color is used in value approval. The chosen value model is NS-VAL-01.

4. Color Studies

| Variant | Direction | Why |

| --- | --- | --- |

| Variant A | cyan primary, navy shadow, ivory highlight | strongest match for agile energy gameplay and existing hero palette tokens |

| Variant B | cyan primary, steel secondary, amber accent | warmer focal point but risks UI warning confusion |

| Variant C | blue-violet primary, cyan glow | dramatic but too close to shadow palette at 50% scale |

| Variant D | white suit accents, cyan glow, dark blue base | strong readability, higher material QA cost |

| Variant E | teal energy, graphite suit, ivory visor | readable and grounded, less heroic than A |

Selected direction: Variant A.

5. Material Studies

| Part | Material Direction | Test |

| --- | --- | --- |

| Mask | painted metal with clean visor cut | highlight must not merge with eyes |

| Suit | reinforced suit fabric | broad clusters, no noisy texture |

| Armor | painted metal plates on shoulders and forearms | hard edge highlights at 50% scale |

| Gloves | leather and energy-channel seams | glove mass must stay readable during punches |

| Boots | rubber soles and painted metal toe guards | foot contact must read in run cycle |

| Energy | cyan core and trail glow | source, direction, and impact point must remain clear |

6. Pose Studies

| Pose | Review Criteria |

| --- | --- |

| Idle | compact bounce, active hands, light weight |

| Walk | clear contact foot, stable head, relaxed guard |

| Run | forward lean, leg separation, glove counter-swing |

| Jump | compressed takeoff, clear airborne tuck |

| Fall | readable downward motion, arms ready |

| Landing | weight transfer, dust placement, knee bend |

| Punch | active glove separated from torso |

| Kick | boot silhouette clear against suit |

| Heavy | larger anticipation and recovery |

| Special | energy core, trail, and hand shape align |

| Victory | confident but not static |

| Taunt | readable attitude without tiny facial detail |

7. Expression Studies

| Expression | Mask and Body Read |

| --- | --- |

| Neutral | level visor, relaxed shoulders |

| Focused | narrowed visor, forward head tilt |

| Aggressive | sharper brow angle, raised glove |

| Damaged | cracked visor glow and collapsed shoulder |

| Victory | lifted chin, open hand, bright core |

8. Animation Planning

| Animation | Frames | Events | Timing |

| --- | --- | --- | --- |

| Idle | 6 | breathing_peak, energy_pulse | slow loop with two-frame hold |

| Walk | 8 | footstep_l, footstep_r | even arcade cadence |

| Run | 8 | footstep_l, footstep_r, dust_spawn | faster spacing with forward lean |

| Jump | 6 | takeoff_dust, jump_sfx | two-frame anticipation |

| Fall | 4 | air_loop | held fall silhouette |

| Attack01 | 5 | hitbox_enable, spawn_fx, hitbox_disable | snappy jab, one impact hold |

| Attack02 | 5 | hitbox_enable, spawn_fx, hitbox_disable | cross punch, short recovery |

| Heavy | 7 | charge_sfx, hitbox_enable, camera_shake | larger anticipation |

| Special | 10 | energy_charge, projectile_spawn, camera_shake | strong charge, bright release |

| Hit | 3 | hit_sfx, flash | immediate recoil |

| Death | 8 | ko_sfx, dust_spawn | readable fall and settle |

9. Concept Review

| Variant | Readability | Originality | Animation Potential | Material Quality | Silhouette | Production Complexity |

| --- | --- | --- | --- | --- | --- | --- |

| NS-SIL-08 | 91 | 89 | 92 | 86 | 90 | 68 |

| NS-SIL-01 | 90 | 88 | 89 | 84 | 89 | 74 |

| NS-SIL-04 | 87 | 89 | 86 | 88 | 88 | 70 |

Approved concept: NS-SIL-08 with NS-SIL-01 as movement reference and NS-SIL-04 as torso energy reference.

Open raw source