Visual Target

The screenshots in DesignReferences/ are the visual contract, not literal asset sheets.

Priority order

1. 01-core-gameplay.png — default camera, hierarchy, materials, HUD density

2. 02-deep-selection.png — ghosted foreground layers and depth selection

3. 03-axis-reroute.png — amber ring rotation and cyan path transition

Scene language

ElementTarget
BackgroundNear-black graphite with no visible room or horizon
MechanismCompact, centered, large enough to inspect without filling the HUD zones
MetalBrushed steel, satin aluminum, dark titanium; controlled roughness, crisp cool key light
Active selectionCyan edge accents and a dotted route; never tint the whole object neon
Axis controlSegmented amber ring with restrained glow and a mechanical 90° rotation
Blocked contactShort red material pulse on the blocker; no screen-filling failure state
Deeper layerLow-alpha blue-gray ghosting while hit targets remain usable through the depth control
UIThin rounded type, generous spacing, translucent black capsules, minimal copy

Camera and motion

Device review checklist