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Papay-Shooter/docs/CHARACTER_ART_DIRECTION.md
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# Character Art Direction
## North star
Papaya Shooter is **urban anime first, expressive utility tech second**.
Grace Howard from *Zenless Zone Zero* is a directional reference for the
relationship between character and machinery: confident, readable streetwear
and personality remain dominant while a few believable tools explain
extraordinary movement. It is not a costume, silhouette, or prop set to copy.
The working ratio is:
```text
90% character / urban anime
10% functional mechanics / technology
```
The ratio is perceptual rather than a polygon count. At combat distance, the
player should identify face, hair, body language, clothing silhouette, team
colour and weapon before noticing a mechanism. Technology earns attention only
when its related action begins.
## The 90%: character and city
- Strong hair, face, garment and pose silhouettes carry recognition.
- Clothing uses broad graphic panels, asymmetry, layered streetwear and one
clear accent rhythm instead of dense sci-fi segmentation.
- Materials stay readable: cloth looks soft, rubberized trim looks matte, and
skin/hair keep their anime value grouping.
- Decals, seams and accessories describe taste, job and attitude before lore.
- Animation sells confidence and intent. The body leads; hardware follows.
Avoid full exosuit coverage, exposed machinery on every limb, uniform emissive
strips, or greebles spread evenly across the body. Those invert the ratio and
turn a character into a vehicle.
## The 10%: hero tools
Each character may express the same movement verbs through a different form
language, but the function and timing remain legible.
### Jump jets
Jump jets support bunny-hopping, air correction and quick direction changes.
They may live at heels, calves, a belt, coat hardware or a compact backpack.
The visual event is a short deployment, a graphic thrust wedge, and a fast
retraction. The audio is mostly air/thrust with one soft actuator detail.
### Grappling hook
The grapple needs three readable beats: launch, latch, and loaded reel. Its
housing may be wrist-mounted, weapon-mounted, hip-carried or deployed by a
small companion device. Cable direction and tension matter more than housing
detail. The mechanism stays quiet enough that the body swing remains the hero.
### Thrust dash
Dashing is a decisive impulse, not sustained flight. Thrusters may appear at
the waist, shoulder blades, boots or weapon rig. Use a clean ignition core,
directional air wedge and brief afterimage. Do not add a rattling engine loop;
the device should be visually dormant again by the recovery pose.
## Shared visual and audio law
- **Idle:** technology is folded, dark and quiet.
- **Anticipation:** one seam opens, nozzle pivots, or latch arms.
- **Action:** a single bright shape and clean thrust/mechanical cue explains
the verb.
- **Recovery:** the tool retracts quickly and character animation takes focus.
- **Sound ratio:** roughly 90% motion, thrust and body; 10% relay, latch or
servo. No constant rattle, scrape wall, or narrow high-frequency chirp.
- **VFX ratio:** one authored wedge/ring/line is preferable to many particles.
This law lets characters share technology without looking mass-produced.
Function, gameplay colour and timing stay consistent; placement, casing,
fasteners, deployment motion and wear pattern belong to the individual.
## Review questions
1. Does the silhouette still read as a person before it reads as equipment?
2. Can the movement tool be understood during its active animation?
3. Does the hardware disappear from attention when inactive?
4. Is every mechanical sound attached to a visible or gameplay-relevant cause?
5. Would removing half the greebles improve the character? If yes, remove them.