# 01 Design Philosophy

## Principles

| Priority | Rule | Production meaning |
| --- | --- | --- |
| Gameplay > Detail | The player must understand function first. | Role, threat, direction, and action beat costume decoration. |
| Silhouette > Texture | Large shapes carry identity. | Texture can be removed; silhouette cannot. |
| Motion > Rendering | A pose must animate clearly. | Static beauty cannot break walk, attack, block, or hit readability. |
| Readability > Anatomical perfection | Stylized anatomy is allowed when it helps gameplay. | Hands, shoulders, feet, heads, and weapons may be exaggerated. |

Recognition target:

```text
0.25 seconds
  -> read faction / class
  -> read pose
  -> read danger or intent
  -> read hero identity if playable
```

## Studio Tests

- Can the character be recognized as a black shape?
- Can the current action be understood with no texture?
- Does the design still work at 50% scale?
- Would the pose survive a two-frame animation smear?
