docs/035_VisualDevelopment/01_ReferenceGathering.md

01 Reference Gathering

What We Collect

Reference gathering is for analysis, not imitation. The team collects notes about:

| Category | What to Study | What to Avoid |

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

| Inspiration | mood, attitude, clarity, energy | direct character copying |

| Materials | reflections, roughness, edge wear | duplicating a costume or prop |

| Architecture | scale, rhythm, era, surface damage | copying landmark layouts |

| Pixel art | cluster control, readability, value use | tracing sprites |

| Lighting | key light, rim light, contrast bands | matching a single source exactly |

| Motion | anticipation, impact, recovery | copying animation poses |

| Silhouettes | broad read, negative space, proportions | recognizable external IP shapes |

Reference Notes

Each reference note must answer:

Originality Gate

Any visual idea that depends on another existing design being recognizable is rejected. A useful reference produces a principle; it never produces a finished asset design.

Open raw source