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Ω Tao Baryon — Claude Design Brief

Tao Baryon — Claude Design Brief

What This Document Is

This is the complete design brief for Tao Baryon, a mobile vertical-scrolling arcade shooter developed by CDL Production. It contains everything Claude Design needs to produce production-ready visual assets: the aesthetic philosophy, color system, typography rules, sprite style, per-screen layouts, and the narrative context that informs every visual decision.

Read this fully before producing any asset. Every visual choice in this game is intentional and traceable to the design principles below.


Project Identity

Game: Tao Baryon ("the way of matter") Tagline: "We do not cross." Genre: Vertical-scrolling hard sci-fi arcade shooter Platform: Mobile portrait (Android / iOS primary), 390×844px reference viewport Engine: Flutter + Flame Studio: CDL Production Developer: Cristian (CDL), Chișinău, Moldova


The Core Aesthetic Argument

Tao Baryon is a game about matter, as it is, being worth preserving. The player fights a religious civilization (the Telos) that wants to trigger a false vacuum decay event — destroying the universe to "perfect" it. The Coalition's counter-doctrine is called the Tao of the Baryon: matter does not need to be perfected to be sacred. It is enough.

This philosophical argument is the visual language.

Coalition / Player Aesthetic

  • Composed. Precise. Grounded.
  • Dark backgrounds — space black #0a0c10
  • Cold blue-gray hull colors — matter, solid and present
  • Lime green #c8f542 as the singular accent — the color of stable baryonic matter under the current vacuum (in-lore) and the CDL Production signature (out-of-lore)
  • DM Mono for all numbers — precision, technical truth
  • DM Sans for all copy — human warmth without ornament
  • Minimal decoration — every element earns its place

Telos / Enemy Aesthetic

  • Liturgical. Ornate. Beautiful in the way of cathedrals.
  • Warm religious colors — magenta #d4548a, gold #e8b84b, warm orange #c47040
  • Enemy ships have prayer-script patterns on their hulls
  • Bullet patterns are sacred geometry — mandalas, spirals, mathematical proofs in motion
  • Their beauty is real. They are not evil. They are wrong.

The Visual Tension

The player's ship is simple, dark, composed. The enemies are ornate, warm, stunning. The game's visual drama comes from this contrast: discipline vs. doctrine, presence vs. transcendence.


Color System

Primary Palette

Token Hex Usage
Space Black #0a0c10 Playfield background, deepest backgrounds
Station Dark #12151c Hub / menu backgrounds
Surface #1c2030 Cards, panels, secondary surfaces
Border #2d3348 Dividers, card outlines
Text Primary #e8eaf0 Primary text — off-white, not pure white
Text Secondary #8b8fa8 Labels, subtitles, muted content
Text Tertiary #555972 Hints, placeholders, disabled states

The Lime System

#c8f542 — Lime — is the most important color in the game.

Rules:

  • Use only for: active/selected state, primary CTAs, 10× combo state, full charge, completion, M3 marks, Rank 50 cosmetics
  • Never use for: errors, warnings, Telos content, decoration
  • Maximum 15% of any screen's color area
  • Always on dark backgrounds — contrast ratio ~11:1 on Space Black (WCAG AAA)
  • On light surfaces: bold text only

Semantic Colors

Token Hex Usage
HP Green #4CAF50 HP bar >60%
HP Amber #FF9800 HP bar 30–60%
HP Red #F44336 HP bar <30%, heat critical
Heat Blue #42A5F5 Heat bar 0–50%
Heat Orange #FF7043 Heat bar 75–90%
Shield Blue #90CAF9 Shield indicator
Credit Amber #FFB300 Currency displays
Shard Teal #26C6DA Blueprint shards

Faction Colors

Coalition (player):

  • Hull Mid: #8b8fa8
  • Hull Light: #e8eaf0
  • Hull Shadow: #555972
  • Engine M0-M1: #42A5F5 (blue)
  • Engine M2: #FFD600 (yellow)
  • Engine M3: #FF5722 (red) + #c8f542 (lime halo)

Telos (enemy):

  • Primary: #d4548a (magenta)
  • Gold trim: #e8b84b
  • Secondary: #c47040 (warm orange)
  • Highlight: #ff9eb5
  • Shadow: #a03060

Veiled (allies):

  • Teal: #2dd4bf
  • Teal shadow: #1a8a7a

Typography

Two typefaces only. No exceptions.

DM Sans

  • Weights: Regular (400) and Medium (500) only
  • Used for: all UI copy, body text, labels, buttons, descriptions, codex entries
  • Scale: 22px titles → 18px headings → 15px card titles → 14px body → 11px labels → 10px hints

DM Mono

  • Weights: Regular (400) and Medium (500) only
  • Used for: all numbers, scores, stats, timers, build costs, HP values, depth counters
  • Scale: 26px combo → 20px score → 16px timers → 14px stats → 12px small counts

The pairing logic: DM Sans provides human warmth and legibility. DM Mono signals technical precision and truth. When you see a number in this game, it is always DM Mono — because numbers are facts.


Three Visual Registers

The game moves between three distinct visual contexts. Each has its own density and atmosphere.

Register Screens Character
Combat Active gameplay, HUD Dark, high-contrast, 60fps-readable, minimal UI footprint
Operational Hub, menus, hangar, shop Clean, functional, organized — Achernar Station as home
Narrative Codex, intel briefings, transmission screens Warm, textured, human — the game's emotional register

These three registers share typography and color tokens but differ in density and mood.


Sprite Style

Pixel art, 64×64 base canvas, 2× nearest-neighbor upscale for display.

Rules

  • 1px solid black #000000 outline on all sprite edges
  • Flat color fills — no gradients in sprites
  • Minimal internal shading: 1px highlight (top-left) + 1px shadow (bottom-right) only
  • Silhouettes must read as distinct shapes at thumbnail scale
  • Enemy sprites face downward (nose toward bottom of canvas)
  • Player sprites face upward (nose toward top of canvas)

Player Ship Visual Language

  • Dark, angular, composed silhouettes
  • Cool blue-gray hull fills
  • Lime #c8f542 appears only at M3 (highest upgrade tier)
  • Engine trail below hull: color progresses M0→M3 (blue → bright blue → yellow → red+lime)
  • Ships should feel solid and present — they are matter, defending matter

Enemy Visual Language

  • Warm color fills (magenta, gold, orange)
  • Rounder, more organic forms than player ships
  • Higher-tier enemies have prayer-script texture bands (alternating 1px light/dark pixel rows along hull edges)
  • Elite enemies are more geometrically complex — liturgical mathematics made physical
  • Boss sprites are 128×128 px — larger, more detailed, often abstracted

Bullet Visual Language

9 bullet types, each with a distinct visual signature:

  • Pulse: 4×4 px circle, #ff9eb5 / #d4548a for enemy
  • Wave: 3×8 px curved, magenta
  • Spread: 3× 2×2 px dots in fan, warm orange
  • Predictive: 3×10 px elongated with chevron pixel at tip, gold
  • Spiral: 4×12 px arc segment, bright magenta
  • Mandala: 6×6 px diamond with inner cross, gold
  • Cascading: 1 large + 2 small dots, warm orange cluster
  • Lensed: 2×12 px elongated, slightly curved, yellow
  • Threading: 1×24 px hair-thin line, near-white

All enemy bullets use warm colors. All player bullets use cool colors (blue, teal, lime). The player can always distinguish their fire from incoming fire.


HUD Layout

Portrait mobile. 390px wide reference.

┌─────────────────────────────────────────┐
│  Score (DM Mono 18px)  Combo  Sector   │  ← Top bar ~10%
│                        (lime at 10×)   │
│                                        │
│                                        │
│           PLAYFIELD                    │  ← 65% of height
│    (enemies + bullets + player ship)   │
│           NEVER OCCLUDED               │
│                                        │
│                                        │
│  HP bar ████░░  [joystick]  HEAT bar  │  ← Control zone ~25%
│                             [⚡][🔥]  │
└─────────────────────────────────────────┘

HUD Element Specifications

Score: Top-left, DM Mono 18px, Text Primary. Turns lime at 10× combo.

Combo multiplier: Top-center, DM Mono 22px bold, lime #c8f542. Shows decay arc (thin circle) depleting over 3s idle window. Resets to white on combo loss.

Sector/Stage: Top-right, DM Sans 10px, Text Secondary. Static.

HP bar: Bottom-left, above joystick. 130px wide, 8px tall. Color: green → amber → red by HP level. Shield: bright rim outside bar.

Heat bar: Bottom-right, above FIRE button. 130px wide, 8px tall. Color: blue → orange → red by heat level. Shows padlock overlay when locked.

Special charge: Arc around SPECIAL button (270° sweep), lime fill clockwise. Button label lime when charged.

Virtual joystick: Bottom-left. Dynamic (repositions on touch). 76px base circle, 30px nub. Semi-transparent.

FIRE button: Bottom-right, 62px circle. Icon: flame. Semi-transparent background.

SPECIAL button: Above FIRE, 50px circle. Icon: bolt. Lime when charged.

Boss HP bar: Full-width, top of screen, appears only during boss fights. 8px tall, gradient magenta→gold. Phase markers at 70% and 40%.


Screen Layouts

Main Menu

Background: Space Black + star field (random dots, 0.1–0.5 opacity)

Center top:  TAO BARYON (DM Mono 28px, lime, letter-spacing 0.12em)
             A CDL PRODUCTION (DM Sans 10px, Text Tertiary)
             "We do not cross." (DM Sans 12px, italic, Text Secondary)

Center:      CONTINUE (primary button — lime bg, dark text)
             CAMPAIGN (secondary — transparent, border)
             HANGAR   (secondary)
             ENDLESS MODE · locked (muted — Text Tertiary)

Bottom-left: Pilot rank badge card (rank number in lime, title, XP bar)
Bottom-right: Version number (10px, Text Tertiary)

Hub — Achernar Station

Header:      "ACHERNAR STATION" (9px, uppercase, Text Tertiary)
             Sira-Vel greeting line (13px, Text Secondary, contextual)
             — changes based on last action (authored pool of ~40 lines)
             Lime highlight on key phrase in the greeting

Body (scroll):
  Primary cards (2 col): Campaign card (lime left border) | Endless card
  Section label "STATION": Hangar | Shop (notif pip) | Codex (notif pip)
  Section label "ENERGY": 8 pip row (lime filled, Border empty) + timer
  Section label "ACTIVE BUILD": build name + skip ad link (lime text)

Campaign Map

Vertical scroll of sector blocks.
Each sector: Header card (name + completion + medal) + collapsible stage rows.
Stage row: Number (DM Mono, Text Tertiary) | Name | Star | No-damage pip | Rank badge
Current stage (frontier): Lime left accent strip (2px)
Boss stages: Stage name in Telos Gold (#e8b84b)
Locked stages: 40% opacity

Hangar

Top: Horizontal scroll of ship cards (70×100px each)
     Selected: lime border
     Series badges: H=blue-tint | V=teal-tint | C=gold-tint

Detail panel:
  Ship name (17px medium) + mastery level
  Passive box: lime-tinted bg, lime border, Text Secondary description
  Stats 2×2 grid: Surface cards
  M-tier row: M0 M1 M2 [M3] — active mark is lime filled
  Module slots: slot type (9px muted) | module name | affinity badge

Shop

4 tabs: Ships | Weapons | Modules | Cosmetics (lime underline on active)
Active build banner: dark surface at top, lime "Skip Ad" link

Item rows:
  Icon (40px, series-tinted bg) | name + description | cost (DM Mono, credit amber) + button
  Owned: "Owned M3" in lime
  Building: "Building..." in Text Tertiary
  Locked: 50% opacity, no button

Stage Clear Screen

Dark overlay (96% opacity) on desaturated playfield

Center:
  Stage name (11px, letter-spacing, Text Secondary)
  "STAGE CLEARED" (DM Mono 24px, lime, letter-spacing 0.06em)

  Reward rows (Surface cards):
    Score ........ [number in lime]
    Credits ...... [number in credit amber]
    Pilot XP ..... [number in blue]
    Shards ....... [number in teal]

  Bonus row (lime-tinted bg, lime border):
    [NO DAMAGE badge] +150 bonus XP

Actions:
  RETURN TO STATION (primary — lime)
  REPLAY STAGE (secondary — border)

Codex Screen

Header: "Codex" title + discovery count (lime, DM Mono) + search icon
Category tabs: horizontal scroll — lime underline active tab

Entry list:
  Discovered: Surface card, left accent strip (category color), title, trigger hint
  Unread: small lime dot top-right
  Undiscovered: 30% opacity, "???" title, category hint

Category accent colors:
  Telos: #d4548a (magenta)
  Veiled: #2dd4bf (teal)
  Coalition: #42A5F5 (blue)
  Key Figures: #e8b84b (gold)
  Physics: #c8f542 (lime)
  War: #F44336 (red)
  Ships/Weapons: #8b8fa8 (gray)
  Bestiary: #c47040 (warm orange)
  Fragments: #a07858 (parchment)

Sector-Specific Visual Atmosphere

Each of the 5 campaign sectors has a distinct visual atmosphere that bleeds into UI chrome (subtle tinting) and backgrounds.

Sector Atmosphere Bg description Accent bleed
1 Frontier Cold, military, lonely Dark void, sparse cold stars, blue edge light None — pure operational
2 Long Reach Weary, dusty, long war Warm gray-black, faint debris silhouettes Slight warm edge
3 Veil Strange beauty Soft nebula at edges, teal-purple, Telos shipyard silhouettes Teal edge glow
4 Ergosphere Gravitational pull Accretion disc warm glow at bottom, Tartarus-9 implied Warm orange edge
5 Apparatus Physics breaking Black hole dominant, abstract geometry, light bending Near-white contrast

Boss Visual Design Notes

Each boss must visually communicate its narrative role.

Reverent Maelin (S6): Enhanced ace pilot ship — Telos Magenta dominant, prayer text bands on hull, psalm lines visible. Feels human — an ace pilot, not a god.

Final Chorus (S12): 4-ship formation in liturgical cross pattern. Each ship identical. Their beauty comes from the formation, not the individual.

Inquisitor Cohort (S18): Cold blue-white (#90CAF9) — clinical, surgical. Anti-apostate aesthetic. No warmth.

Mathematician-Saint Voren (S24): Pentagon/hexagonal geometry — mathematical perfection. Gold dominant. Symmetrical in Phase 1; Phase 3 shows cracks in the symmetry (3px missing from each corner).

Architect-Saint Halen (S30): Most important boss design. Three phases:

  • Phase 1: Human-ish ship silhouette. Warm gold, chamber music aesthetic.
  • Phase 2: Hull begins integrating Apparatus geometry — angular additions to edges. The man and the machine are merging.
  • Phase 3: Near-abstract. Mostly Apparatus geometry. The ship is barely visible.
  • Death: Implosion to a point. Not an explosion — a collapse. Nothing dramatic. Just gone.
  • Ghost frame (Phase 2→3 transition): Human silhouette overlaid at 30% opacity for 0.5s. His humanity, visible one last time.

App Icon

Concept: H-1 Vanguard silhouette (the player's first ship) centered on near-black background. Lime engine trail below. The trail is the most visually prominent element — this is a game about movement.

Specifications:

  • Background: #0a0c10 (Space Black)
  • Ship silhouette: #8b8fa8 (Hull Mid) — just bright enough to read
  • Engine trail: #c8f542 (lime) — the dominant visual element
  • Shape: Standard rounded-rect (iOS/Android)
  • No text on icon
  • Alternate (Rank 50 players): C-1 Apex M3 with Architect's Recognition — prayer-script overlay, lime trail

Tone & Feel Summary

When designing anything for Tao Baryon, ask:

  • Is this composed? Remove anything decorative that isn't doing work.
  • Is lime used sparingly? If lime appears more than 15% of any surface area, reduce it.
  • Does the contrast between player (cool, composed) and enemy (warm, ornate) remain clear?
  • Does this feel like matter, as it is? Not transcendent, not elevated, not transformed — present.
  • Is every number in DM Mono? Yes.

The game's visual argument is that matter — as it is, right now, in this imperfect vacuum state — is worth fighting for. The design should feel like something worth preserving: not flashy, not baroque, not desperate to impress. Just present, precise, and alive.


Key Files for Reference

All files are in the Tao Baryon GDD folder on Google Drive:

  • 25_visual_identity.md — Complete color system, typography, sprite style
  • 19_hud.md — All 15 HUD elements, animations, states
  • 20_menus.md — All 6 meta screens, navigation architecture
  • 26_vfx_sfx.md — All particle systems, VFX specifications
  • 27_spritesheets.md — All 42 spritesheet files with exact dimensions
  • 08_bosses.md — Full boss design, dialogue trees, phase transitions
  • 24_audio.md — Music direction, Halen piano motif, 8-second silence
  • tao_baryon_mockups.html — Interactive theme explorer with 8 screens × 6 palettes

Document version: 1.0 Prepared by: CDL Production For use with: Claude Design, Krita-MCP, and all visual asset production