Visual canon · §23

Reference authority

No single reference image should be expected to define all aspects of the game. Each master governs only its own domain:

Master Defines
GAMEPLAY_VISUAL_MASTER_001 Standard gameplay presentation; camera relationship; unit screen scale; combat-plane readability; three-plane composition; environment/entity contrast; the UI/world relationship at a broad level.
HUMAN_VISUAL_MASTER Human design language; diversity; clothing; cultural influence; detailed character appearance.
GAMEPLAY_ENTITY_STYLE_MASTER Pixel density; outlines; sprite shading; gameplay abstraction; character proportions at sprite level.
CHARACTER_MASTER_<ID> The exact design of one Active's figure. Amended D-080 — was "exact individual design".
ANIMATION_MASTER_<ID> That figure's exact gameplay animation identity.
TOWER_ARCHITECTURE_MASTER Architectural language; material; environmental density; scale.
TOWER_TECH_MASTER The relationship between architectural fragments and human engineering.
CREATURE_VISUAL_MASTER Biological language and creature diversity.

Which delivered image fills which master — and which masters do not exist yet — is ../art/references/INDEX.md (D-006).