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S.P.A. / SAEDI — ED Design Rules & Asset Control

Overview

This document defines the technical art rules, visual system, and asset control framework for Employment Droid (ED) production.

The goal is to ensure:

  • Consistent visual language across all EDs
  • Scalable asset generation without combinatorial explosion
  • Deterministic rendering and derivation of badge states
  • Predictable production workflows aligned with seasonal rollout

This document governs how ED visuals are built, not how they behave.


Core Principle

ED visuals do not express emotion.

ED visuals represent the state of execution.

Each scene presents one of two valid realities:

  • Composed — structured, aligned, intentional
  • Disrupted — incomplete, chaotic, or misaligned

Both states must remain:

  • Non-judgemental
  • Visually engaging
  • Contextually relevant

Visual System Structure

Each ED render is composed of:

  • Droid Model (ED1–ED6)
  • Pose (daily operational state)
  • Seasonal Variant (environment/theme)
  • Badge State (achievement display)

Daily Pose System (4 Core States)

Each ED model must support four base poses.

1. Composed / Stable

Balanced posture, clean silhouette.

Represents:

  • Completion
  • Readiness
  • Alignment

2. Disrupted / Attention Required

Subtle imbalance or environmental inconsistency.

Represents:

  • Missing inputs
  • Incomplete workflows
  • Required action

3. Baseline / Processing

Neutral, symmetrical posture.

Represents:

  • Routine activity
  • Ongoing shifts
  • Standard operations

4. Momentum / Engagement

Forward-leaning, active stance.

Represents:

  • High engagement
  • Meaningful tasks
  • Forward progress

Seasonal Variant System

Seasonal variants modify the environment and presentation of base poses.

Each season includes:

  • Composed variant — ideal execution of the theme
  • Disrupted variant — imperfect or chaotic execution

Example — Christmas

Composed:

  • Full Santa attire
  • Perfect tree
  • Clean lighting

Disrupted:

  • Partial costume
  • Tangled lights
  • Environmental disruption

Design Rule

The environment communicates the state.
The droid does not express emotion.


Badge System (Early Phase)

Badge states supported:

  • No badge
  • Single badge (A–E)

Total states: 6


Rendering Strategy

To avoid exponential asset growth, ED visuals are generated using a mask-based derivation system.


Base Renders (Required)

For each:

  • Droid
  • Pose
  • Seasonal variant

Render:

  1. Base (no badges)
  2. All badges visible

Mask-Based Generation

Each badge has a predefined mask.

Badge states are generated by:

  • Starting from the all-badge render
  • Replacing removed badge regions using the base render

Asset Counts (Initial System)

Source Assets

4 droids × 12 pose/season variants × 2 renders = 96 images


Derived Outputs

4 droids × 12 variants × 6 badge states = 288 outputs


Technical Art Constraints

Fixed Badge Zones

  • Identical placement per droid and pose
  • No overlap between badges

Lighting Isolation

  • Badges must not cast shadows
  • No glow or lighting interaction with the body

Pixel Consistency

  • Base and all-badge renders must match exactly except for badge areas

Camera Lock

  • Fixed camera, angle, and resolution across all renders

Production Workflow

For each droid / pose / seasonal variant:

  1. Apply pose and lock camera
  2. Render base (no badges)
  3. Render all badges
  4. Export badge masks
  5. Store assets using naming convention

Naming Convention

ED{#}POSE{#}{SEASON}_base.png
ED{#}POSE{#}{SEASON}_all.png
ED{#}POSE{#}{SEASON}mask{badge}.png


Asset Control Strategy

Generation Model

  • Assets are generated once per configuration
  • Derived variants are cached and reused
  • No full permutation rendering

Seasonal Production

Assets are produced in scheduled batches:

  • Core poses first
  • Seasonal variants aligned to calendar timing
  • No out-of-season production

Expansion Path

  • Additional droid models (ED5–ED6)
  • Multi-badge states (2+)
  • Optional animation layers

Visual Philosophy

  • EDs support, never judge
  • EDs reduce friction, not apply pressure
  • ED visuals reflect system state, not user emotion

Summary

The ED Design Rules system ensures:

  • Minimal base asset count
  • Maximum derived flexibility
  • Consistent visual language
  • Scalable long-term production

This allows the ED system to grow without increasing complexity or maintenance overhead.