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Adopt canonical visual stack: 2.5D tactical diorama block scene (art bible + camera contract) #77

Description

@BrandDead

Why

The graphics audit (docs/graphics-audit/) found the root cause of the "Atari look": the game has no single declared world-art direction. Pixel sprites, photoreal stills, illustrated boards, glassmorphism UI, and procedural Canvas shapes coexist with no hierarchy, and the 8×8 gameplay grid is the presentation instead of sitting invisibly under a rendered place.

Decision (approved 2026-07-20)

The canonical block view is a cinematic 2.5D oblique "tactical diorama": a fixed high-angle camera over an authored, location-specific block plate (see docs/concept-art/gta_block_board.png and docs/concept-art/1208_w_las_olas_block.webp as the visual targets). The 8×8 grid becomes an invisible/selectively-shown overlay for legal positions. SVG/DOM is reserved for HUD markers, selection rings, and overlays — never for world art or characters.

Scope

  • Write an art bible: fixed camera pitch/yaw, orthographic scale, ground plane, lighting direction, palette/LUT, silhouette rules, shadow treatment, registration/pivot conventions, export formats
  • Define the actor animation contract: states (idle, walk, aim, fire, hit, dodge, downed, dead, reload, arrested), 4-direction staging minimum, pivots, weapon sockets
  • Update docs/ASSET_GENERATION_PROMPTS.md so every generated asset derives from the shared camera/lighting spec (current prompts request isolated cinematic stills that can't composite)
  • Build the visual projection layer: grid coordinates → scene coordinates on the authored plate (keep the docs/ARCHITECTURE.md separation of authoritative grid vs. visuals)
  • One hero block (Las Olas) rendered end-to-end in the new style as the acceptance bar

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