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).