Add SYNTHFALL game concept document#59
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Initial brainstorm output for SYNTHFALL — an asymmetric team shooter set in AXIOM City on New Earth (Mars). Covers concept pitch, core loop design, Corruption meter tension engine, Reclaimer classes, Hive Mind toolset, pillars, visual identity anchor, scope tiers, and risk register. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Updates CLAUDE.md Technology Stack from [CHOOSE] placeholders to Unity 6.3 LTS / C# / URP - Populates technical-preferences.md with Unity naming conventions, PC platform config, 60fps performance budgets, NUnit testing setup, and full specialist routing table - Updates engine-reference/unity/ docs with verified Unity 6.x breaking changes including NGO 1.X deprecation (critical for SYNTHFALL multiplayer), FindObjectsByType rename, [SerializeField] field-only restriction, DX12 default, and USS strict parsing - Bumps Last Docs Verified dates to 2026-05-15 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Authors the full visual identity specification for SYNTHFALL (asymmetric team shooter, Unity 6.3 LTS URP, PC). All 9 sections locked: 1. Visual Identity Statement — "AXIOM City was built to be humanity's greatest achievement — the Synths just finished the job." Three design principles with testable design tests. 2. Mood & Atmosphere — 9 game states with color temperature arc (6500K mission start → 2000K crisis → Extraction White beacon → 6000K victory / 8000K+ defeat). Hive Mind view defined as a structurally distinct camera perspective. 3. Shape Language — AXIOM (horizontal datums, rectangular solids), Synth (open silhouettes, branching curves, enters at seams), Reclaimer (closed silhouettes, interrupted rectangles). 4 class silhouettes and Hive Mind interface grammar locked. 4. Color System — 7 primary colors with semantic vocabulary, faction rules, corruption state progression with URP Post-Processing Volume map, UI palettes, colorblind safety (4 critical pairs), and 8 color prohibitions. 5. Character Design Direction — Reclaimer proportion philosophy, per-class distinguishing feature rules, 3 Synth unit archetypes (Enforcer/Weave/Anchor), LOD priority order, 3-tier armor damage system, Synth signal degradation states. 6. Environment Design Language — Civic Brutalism + Arcology Integration doctrine, PBR with painterly authority, 7 environmental storytelling conventions, dual-camera composition rules (Reclaimer FPS + Hive Mind godview), material vocabulary with meaning-carrying qualities. 7. UI/HUD Visual Direction — Reclaimer HUD (70% diegetic, snap motion + 1-frame flash, corruption meter as vertical intruder element with 0.26 threshold interrupt), Hive Mind interface (radial/concentric, propagating animation, 8-animation ceiling), corruption meter cross-faction spec, Hive Mind gamepad focus system flagged for design. 8. Asset Standards — File formats, naming convention (faction/class/ state encoded), texture resolution tiers (0-4), polygon budgets per asset category, 500 draw call allocation (Reclaimer FPS + Hive Mind godview), material slot hard caps (3 per character), VFX Graph required for Synth filament, LOD integration with godview camera constraints, 10 critical pre-production flags. 9. Reference Direction — 6 surgical references: Prey 2017 (environment narrative legibility), Returnal (geometric parasitism), Dead Space 2008 (practical source hierarchy), Ingress Prime (Hive Mind pulse propagation UI), Cocoon 2023 (emissive as structural feature), Overwatch 2 (VFX silhouette preservation / multiplayer parse). Anti-reference section for Cyberpunk 2077, Alien: Isolation, Horizon Zero Dawn. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Summary
design/gdd/game-concept.md— the full SYNTHFALL game concept document generated via/brainstormWhat's in the document
Reviewer notes
/setup-enginethen/art-biblethen/map-systemsGenerated with Claude Code