Digital Walls — Visual Design System v1.1

Status: Art direction approved; early sprite calibration completed; production technical measurements and interactions provisional pending in-app validation. Purpose: One source of truth for generating, reviewing, and integrating backgrounds, window views, sprites, and dynamic objects.

1. Product and visual vision

Digital Walls is a customizable, personal digital environment where people arrange artwork, quotes, music objects and memories on a wall. It should feel bright, welcoming, expressive and thoughtfully abstracted—not like a highly detailed game screenshot, a sterile productivity dashboard, or a rustic room decorator.

North star: *Atmosphere without competition.* The environment gives the wall personality, but the user’s objects remain the focus.

Approved direction

Avoid

2. Visual hierarchy

1. Primary: user-placed artworks, quotes, devices and objects. 2. Secondary: window, architecture and time-of-day lighting. 3. Supporting: wall grain, floor grain, trim, and other ambient detail.

Initial target: Keep roughly two-thirds of the *usable wall area* visually calm before users decorate. This is a composition heuristic, not a universal pixel quota. Assess empty, lightly decorated and collected wall states.

3. Shape, perspective, pixel treatment

4. Lighting and color

Shared lighting rules

Curated palette model

Do not constrain the whole product to one palette. Define curated directions, then selectable finishes/material colors within each direction:

Shared rules: preserve luminosity/contrast so sprites remain readable; avoid blanket recoloring. Artwork content, electronics displays, hardware and emissive light should preserve intentional colors. A lamp may ship with curated finish variants (white, silver, brass, terracotta, sage, charcoal). Specific HEX values are not locked.

5. Environment archetypes

Each environment is a coherent *room*, not the same room with a different wall texture. Retain the shared art language while allowing architecture to vary.

ArchetypeWallFloorWindowCeilingMood
Sunlit ApartmentSoft painted plasterWarm woodRounded/softly framedSkylit / light beamsWarm, airy, residential
Creative LoftWhitewashed/off-white brick, low-contrast joints; never red/brownLight timber, stone or lightly industrial flooringTall dark-metal grid windowSimplified exposed beams/servicesUrban, inventive, bright
Modern GalleryLight warm concrete / mineral finishPale oak or light stoneLarge geometric minimal windowClean minimal ceiling/track lightingRefined, contemporary, inviting

All three: high-noon neutral lighting, sufficient clear wall space, simplified geometry and manageable detail. Do not bake movable decor (frames, plants, electronics, shelves, quotes, etc.) into the production backgrounds.

Background layer model (conceptual)

1. Swappable window view behind a clipped opening. 2. Base architecture (wall, floor, ceiling and opaque window structure). 3. Optional architectural overlays and ambient light/shadow. 4. Placed sprites and their contact shadows; maintain mounting and occlusion rules. 5. Optional emissive/glow/effect overlays, UI overlays and user interactions.

Actual z-order may require splitting architecture foreground/window masks around sprites; use a tested compositing scheme rather than assuming a single fixed layer order.

6. Sprite families

Functional storage interaction contract (proposed)

Representative eight-asset calibration set

1. Wooden framed artwork (image replacement) 2. Quote plaque (live editable text) 3. Silver wall CD player (metal, circular disc, optional motion) 4. Chrome wall sconce (metal + light) 5. Metal wire shelf (thin structural details) 6. Blue neon moon (glow separable from unlit body) 7. Ceramic object (soft curved material) 8. Music widget/display (dynamic content)

Expanded functional roadmap (not part of the original eight-sprite benchmark): 9. Three-pocket wall organizer; 10. Three-drawer filing cabinet. Both have approved concept directions but still need individual technical and interaction validation.

7. Technical asset contract — provisional

Use this as the implementation starting point; validate with Cursor against actual editor coordinates and canvas behavior before committing to fixed values.

FieldRule
Sprite outputOne object per real RGBA transparent PNG for authoring; optimized WebP allowed after compatibility testing
Background outputSeparate room background and replaceable window view/masks as feasible; PNG/WebP
CanvasExport at consistent designed *display scale*; do not assume concept-board labels are real pixel measurements
MountingEach sprite gets anchor type (top_center, center, bottom_center, or custom), normalized anchorX/anchorY, and a semantic placement category
BoundsPreserve visible-object bounding box plus consistent bleed/padding; record both logical dimensions and alpha bounds
ShadowSeparate or configurable contact-shadow layer when practical; avoid baking large shadows onto transparent object sprites
LightingFor emissive items, ideally provide unlit, lit_core, and glow layers or equivalent animations
Interactive regionsSupply separate clickable/replaceable regions for screens, CD disc and frame artwork if behavior requires it
Namingdw_<family>_<object>_<finish>_<state>_v01.png (e.g. dw_audio_cdplayer_silver_unlit_v01.png)
MetadataStable asset ID, source, version, dimensions, anchor, preferred display size, wall/shelf/floor compatibility, palette/finish, layer/state references, QA maturity status
Content/interaction separationPersist editable quotes, frame content and organizer/cabinet notes separately from the pixels; define hit regions independently of drag handles
Display-scale QACompare at 100%, 50%, 25% of the intended reference display size, and in the actual desktop/mobile editor; these are QA test scales, not fixed UI zoom presets

Proposed anchor examples (not yet measured): wall CD player = top-center mounting anchor; wall neon = top-center or custom hardware anchor; shelf = back-edge/wall mount line; floor planter = bottom-center floor anchor; table lamp = bottom-center surface anchor. Mounting point may differ from drag handle or placement origin.

Important: Do not treat AI-generated checkerboard patterns or a sprite-sheet mockup as proof of alpha transparency. Validate image alpha bytes and inspect against contrasting wall colors. Do not crop assets from a composite concept board if it degrades edges, lighting, or consistency. Some early calibration sprites are concept-sheet-derived and must not be mistaken for individually generated, production-validated source assets.

Production asset maturity and evidence

StageMeaningCurrent evidence
Concept approvedVisual direction judged coherent within reference sheetsEight-object catalog; organizer and filing-cabinet concept images
Prototype exportedIndependent image exists, with alpha/placement checks as documentedEight-sprite v0.2 calibration pack; two upgraded standalone examples plus six concept-derived prototypes
Production validatedFinal source pixels, precise dimensions/anchors, interactive layers and mobile/desktop integration all pass QANot yet achieved for the complete reference set

A generated presentation board or in-scene mockup is not itself proof that its pictured sprites are individual export-ready transparent files. Progress must be tracked per asset, not inferred from a pack title.

8. Quality assurance checklist

Art direction

Technical

Stress test

Place the *same* calibrated set in all three environments under (a) bright day and (b) night. Test an empty wall, a curated ~7-object composition and a collected 12+-object composition, then confirm mobile legibility.

9. Reusable generation brief

> Generate a single independent asset for Digital Walls, a bright, customizable abstract pixel-art wall environment. Use our quasi-12-bit-inspired style: flat, straight-on view, clear geometric silhouette, intentional medium-size pixel clusters, subtle colored outlines, 2–5 broad tonal regions per material surface, very selective texture, sophisticated playful design, and consistent neutral-warm high-noon lighting. Do not make it photorealistic, isometric, painterly, over-detailed, excessively wooden or blue-tinted. Produce only [ASSET] in [MATERIAL/FINISH], in its [STATE] form. Keep mounting and shadow physically plausible, no environment or extra objects, with genuine transparent background and clean alpha edges. Preserve original color of displays and light effects; for emissive objects keep glow modest and preferably separable. Show the asset ready for placement on plaster, white brick and warm concrete.

Environment generation addendum

> Generate one full coherent Digital Walls [ROOM ARCHETYPE] with appropriate window/floor/ceiling/wall design, no movable decor embedded, a broad quiet wall area, bright skylit noon atmosphere, flat composition, restrained architecture and quasi-12-bit abstraction. Separate the swappable scenery, base room, and lighting layers wherever the workflow supports editable asset exports.

10. Acceptance gates and next actions

Gate A: Style. Compare approved reference art versus a proposed sprite and reject if visibly over-detailed or cast too blue/orange. Gate B: Technical. Verify alpha, anchoring, scaling and layering using two upgraded samples (silver CD player and blue neon moon). Gate C: Portability. Use *exact same sprite files* on Apartment, Loft and Gallery scenes; do not quietly regenerate them for each environment. Gate D: Production. Finalize eight benchmark assets and metadata, then scale the catalog by object family. Gate E: Interaction. Verify clickable/editable zones (frames, quotes, music widget, folder pockets and cabinet drawers) separately from repositioning, including mobile and keyboard input.

Next implementation handoff to Cursor: Set up asset registry/schema, layered renderer, normalized coordinate model, responsive fit behavior, upload/swap masks, light states and asset QA harness using actual files—not a flattened concept sheet. Include storage-object state and persistent content models, mounting-category rules (wall/surface/floor), separate glow/effect layers where available and interaction hit regions.

--- Version note: v1.1 is a targeted update to v1.0. Existing visual principles are retained; additions cover abstraction parity, work-in-progress storage objects, object behaviors, prototype maturity, and responsive QA. Pixel dimensions, HEX palette values, responsive display sizing and shadow settings are intentionally not yet frozen.

v1.1 change log (relative to v1.0)

1. Strengthened environmental pixel-density/abstraction guardrails after the over-detailed room regression. 2. Added three-pocket wall organizer and three-drawer filing cabinet as functional storage categories and future benchmark candidates. 3. Documented precise placement and editable-content principles, including separation of UI interaction regions from drag handles. 4. Added transparent-asset provenance and maturity tracking to distinguish reference art from prototypes and validated production files. 5. Added 100/50/25% scale checks and explicit desktop/mobile interaction QA.

All original sections 1–10 remain in place; this is not a rewritten or reimagined design system.