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@4c4d0ff

Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-master

This session only. Nothing lands on disk.

referencesagent-vision-taste-receptors.md

≈6.8k tokens on demand. Your agent reads this file only when SKILL.md points to it.

Taste Receptor Atlas v2 (micro-scoring)

MANDATORY for every vision review. This is the granular scoring layer under vision-review-rubric.md.

Score each applicable receptor 0 / 1 / 2. Skip with N/A only if that pixel class is absent (never N/A to dodge bad taste).

Grade = sum(scores) / sum(max of applicable) → percentage.

Grade % of applicable
A ≥ 90%
B 75–89%
C 58–74%
F < 58%

Optional legacy rollup /120 via family → V-map at bottom.

Default capture: short-edge 512. If any TYPE-* / CTRST-* micro-seam is ≤1 for illegibility (not taste), re-capture --detail / crop before locking scores. For MOT-* / peak hit FX, capture a short 2–8 frame sequence when a single still is ambiguous.

Companion deep loads (score micro-checklists inside): typography-sight.md · hier-contrast-receptors.md · space-affordance-receptors.md · color-icon-receptors.md · composition-fx-receptors.md · anti-slop-sight.md · originality-sight.md · identity-sight.md · ui-taste-sight.md

Inventory (all families applicable): 237 receptors × 2 = 474 pts across 13 families.


How to score a receptor

Pts Meaning
2 Clearly satisfied in the WebP
1 Partial / mixed / only some instances pass
0 Failed / inverted / AI-default / absent when required
N/A Pixel class not in frame (state in notes)

Hard gates (any trip ⇒ cannot be A; some force F)

Gate Condition Effect
G-TYPE TYPE-GLYPH-INTEGRITY=0 or TYPE-DISPLAY-HUD-SPLIT=0 on UI/HUD/menu Max B; both 0 → max C
G-TYPE2 TYPE-FACE-CAP=0 and TYPE-OPSZ-MATCH=0 Max C
G-HIER HIER-WEIGHT-MATH=0 and HIER-URGENCY-LADDER=0 Max C
G-CTRST CTRST-BODY-45=0 on critical HUD crop Max B
G-SAFE SPACE-SAFE-TV or SPACE-SAFE-NOTCH=0 when platform implied Max B
G-SLOP ≥4 of SLOP-* = 0 or SLOP-STACK=0 with T≥3 Verdict F
G-ORIG ORIG-EXPR=0 on final hero/marketing Verdict F / ESCALATE
G-ID ID-BRIDGE=0 when ≥2 surfaces visible Max C
G-COLOR COLOR-ONLY=0 (color-only meaning) on critical status Max B
G-LIGHT LIGHT-BLOOM-ABUSE=0 and LIGHT-PART-OCCLUDE=0 Max B
G-COMP COMP-POWER-CONFLICT=0 and COMP-CENTER-CLEAR=0 Max C

Family HIER — Hierarchy & attention (24 × 2 = 48)

Deep: hier-contrast-receptors.md

ID Receptor 2 1 0
HIER-WEIGHT-MATH Composite weight rank (size×contrast×motion×sat) One dominant squint blob Dual soft Equal accents, no rank
HIER-FOVEAL-CLEAR Center playfield open for foveal task ≥~60% center clear Mild intrusion Center chrome stack
HIER-PERIPH-READ Edge HUD readable without foveation Shape/bar change in periphery Soft Micro numerals only
HIER-URGENCY-LADDER Urgency→prominence monotonic Crit > persist > meta One loud meta Social/shop = HP
HIER-FREQ-PLACEMENT High-freq stats stable anchors Same corners every crop One drift Relocates per state
HIER-DIEGETIC-SPLIT Diegetic subordinate to combat HUD Wrist/prop quieter Blurry Diegetic = critical HUD
HIER-NOTIF-STACK Toast priority + recency Lanes + dim older Soft pile Equal toasts over objective
HIER-OBJ-MARKER Active objective wins POI clutter One pulse; others grey Soft All POI equal
HIER-MINIMAP-RANK Minimap ≤ combat readouts Squint: HP > map Tied Map glow = boss frame
HIER-TOOLTIP-Z Tooltip above HUD, below modal Correct z Soft Under HP / over modal CTA
HIER-MODAL-TOAST Modal blocks toasts No toast on Confirm Soft Achievement covers quit
HIER-BOSS-BAR Boss telegraph elevates Wide top bar; player demoted Soft Boss = ammo width
HIER-COMBO-FLASH Ephemeral score > currency Big flash then collapse Soft Permanent display size
HIER-INTERACT-SING One interact prompt Single near reticle Soft dual Three equal prompts
HIER-INPUT-HINT Platform glyph matches primary Pad/keyboard hierarchy OK Mixed Wrong-platform dominate
HIER-SUBTITLE-LANE Caption band isolated Safe bottom; no overlap Soft Covers cooldowns
HIER-QUEST-ACTIVE Active quest > log lines Title loud; log dim Soft All lines equal
HIER-CURRENCY-DEMOTE Currency secondary in combat Small corner; no pulse Soft SALE = objective
HIER-PAUSE-SCRIM Pause lifts with clear scrim Dim + menu primary Soft Gameplay still competes
HIER-TUTORIAL-CALLOUT Tutorial without hijack Arrow+plate; HP readable Soft Full-screen tutorial = title
HIER-MARKETING-PLAY Play path > marketing Continue largest Tied Wishlist > New Game
HIER-PROGRESSIVE-FADE Idle HUD demotes Non-crit fades Soft Always 100% noise
HIER-DEAD-EMPTY Empty/locked demoted Lock+label Dim only Identical to filled
HIER-SCAN-PATH F/Z/edge scan intentional Predictable Awkward Random scatter

Family CTRST — Pressure contrast (18 × 2 = 36)

Deep: hier-contrast-receptors.md

ID Receptor 2 1 0
CTRST-BODY-45 Body/HUD ~4.5:1 vs local plate Holds at 512 Mixed Critical fails floor
CTRST-LARGE-30 Large/display ~3:1+ Holds Spotty Fails
CTRST-PLATE-OPACITY Plate opacity tuned ~70–85%; crisp Soft Useless haze / sticker block
CTRST-SCRIM-DEPTH Modal scrim separates 50–70% dim; isolated Soft Bleed-through
CTRST-OUTLINE-WEIGHT Outline 1–2px policy Shared weight Drift Glow lottery
CTRST-SIMULTANEOUS Simultaneous contrast controlled Plate over busy BG Soft Raw on snow/sky
CTRST-GRAD-WORST Gradient worst-stop checked All stops pass One fail Crosses failing band
CTRST-TV-LOUNGE TV 2–3m viable Couch-readable Borderline Pixel-peep primary
CTRST-HANDHELD-SUN Handheld high ambient Extra plate/shadow Soft Thin white on sky
CTRST-FX-BLOOM Bloom does not erase UI UI plate intact Soft Numerals washed
CTRST-FX-CHROMA FX hue ≠ semantic UI Distinct Soft Explosion = damage hex
CTRST-ICON-30 Non-text chrome ≥~3:1 Focus/slider clear Soft Grey-on-grey toggle
CTRST-DISABLED-30 Disabled still legible Readable grey+cue Soft Equals background
CTRST-FOCUS-30 Focus ≥~3:1 Outline/pip clear Soft Hue-only focus
CTRST-HC-MODE HC path (if shown) Borders+text ≥7:1 intent Cosmetic Recolor only
CTRST-SEMANTIC-NONCOLOR Status not hue-only Shape/icon/label Weak Color alone
CTRST-PLATE-EDGE Plate edge cue Shadow/bevel vs world Soft Same luminance as sky
CTRST-OVERLAP-LEG Overlaps legible Offset layers Minor Glyph collision

Family TYPE — Typography (41 × 2 = 82) — heaviest family

Deep: typography-sight.md — score every row when text is visible.

ID Receptor 2 1 0
TYPE-ROLE-TOKEN Named roles visible HUD/Tooltip/Header/Display clear 2 mushy One size everywhere
TYPE-SCALE-RATIO Modular steps ~1.2–1.33 ladder Soft jumps Arbitrary sizes
TYPE-HUD-FLOOR Floor = lowest device Handheld/TV floor Desktop-only 4K-copied micro
TYPE-ANGULAR-SIZE ~0.3°+ critical HUD Couch angle OK Soft Illegible at distance
TYPE-OPSZ-MATCH Optical size matches render Open micro cuts Marginal Display cut at 11px HUD
TYPE-FACE-CAP ≤2 families (+mono) Disciplined 3 faces ≥4 tourist
TYPE-PAIR-DNA Pairing stable Same across surfaces One drift New face/screen
TYPE-GENRE-SIGNAL Genre vs art Matches + legible Mild fight Blackletter ammo
TYPE-DISPLAY-HUD-SPLIT Display ≠ HUD data Split clean Bleed Script on ammo/HP
TYPE-DIEGETIC-DISTRESS Distress overlay, not replace Overlay on scale Soft Incompatible scale
TYPE-WEIGHT-STEPS 2–3 weights Intentional Soft 1 or 5+ noise
TYPE-WEIGHT-OPSZ Heavy @ small open Semibold HUD OK Soft Black 10px clog
TYPE-XHEIGHT Open apertures @ HUD Counters open Soft Filled/spindly
TYPE-GLYPH-INTEGRITY Real language Readable Soft artifacts Garbled/fake
TYPE-NUM-TABULAR Tabular feel (tnum) Columns align Soft 1 vs 8 wobble
TYPE-NUM-LINING Lining figures HUD Baseline row Soft OSF in timer
TYPE-NUM-OSF-OK Oldstyle flavor-only Marketing OK Soft OSF in stats
TYPE-NUM-SLASH-ZERO Slashed 0 if needed Clear in codes Soft 0/O collide
TYPE-NUM-DISTINCT 0/O 1/l 5/S Clear under pressure Soft Confusable
TYPE-NUM-WEIGHT Numerals ≥ label weight HP digits bold Soft Thin decorative
TYPE-MONO-DATA Mono/tabular codes/timers Stable columns Soft Proportional hack
TYPE-STAT-ALIGN Stat block grid Labels+values align Soft Ragged
TYPE-TIMER-STABLE Timer no width jitter Digits hold Soft Layout jumps
TYPE-TRACK-BODY Body track ≤~0.05em Normal Soft Spaced-out body
TYPE-TRACK-DISPLAY Display track intentional Logo OK Soft Accidental collision
TYPE-TRACK-HUD HUD slight tight OK Clean caps Soft Crushed %
TYPE-LEAD-BODY Body ~1.5–1.65 Airy Soft Colliding
TYPE-LEAD-DENSE Dense UI ~1.3–1.4 Rhythm Soft Double gaps
TYPE-LEAD-DISPLAY Display ~1.05–1.2 Tight title Soft Huge voids
TYPE-KERN-LOGO Logo kerning Clean pairs One bad Exploded
TYPE-ALLCAPS-BODY Caps not for body Spare titles Overused Caps walls
TYPE-CASE-SENTENCE Sentence case body Descriptions OK Soft Title Case Every Word
TYPE-CASE-MICRO Micro legal sized True small Soft 8px caps paragraph
TYPE-ITALIC-UI Italic rare Flavor only Mild Every emphasis
TYPE-LIGA-DISPLAY Ligatures display-only Chapter OK Soft Ligatures in timer
TYPE-LOC-EXPAND ~30%+ string room DE/FR fit Tight Hard EN truncate
TYPE-LOC-RTL RTL mirror room Anchors OK Soft LTR-locked clip
TYPE-MICRO-LEGAL Micro = legal/meta Corner only Soft Primary CTA micro
TYPE-PLATE-TYPE Plate over chaos Objective plated Soft Raw on foliage
TYPE-HINT-RASTER Pixel fonts integer Crisp 1:1 Soft Non-integer blur
TYPE-MARKETING-DISPLAY Store ≥1.5 step Hero big Soft HUD-size tagline

Family AFF — Affordances & states (14 × 2 = 28)

Deep: space-affordance-receptors.md

ID Receptor 2 1 0
AFF-OPERABLE Looks clickable Chrome ≠ static art Ambiguous Identical
AFF-SELECTED Selected non-color Outline/pip/fill Weak hue Hue-only / invisible
AFF-FOCUS Focus language Visible ≥3:1 Soft None
AFF-DISABLED Disabled language Dim+lock/label Dim only Looks broken
AFF-PRESSED Pressed/active Distinct Subtle Missing
AFF-HOVER Hover (if pointer) Lift ≠ only focus Soft Hover-only focus
AFF-HIT Hit target scale Pad/TV viable Borderline Tiny corners
AFF-CTA-VIS CTA chrome singular Strong plate Competing Lost in art
AFF-DEPTH Tactile depth language Consistent bevel/shadow Random Flat+3D lottery
AFF-CURSOR-PAD Input-model match Matches brief Mixed Dense pointer-only for pad
AFF-FEEDBACK State change readable Instant read Partial Static forever
AFF-FALSE No false affordance Art ≠ button look Soft Props look clickable
AFF-DRAG Drag handles (if any) Visible grip Soft Invisible drag
AFF-TOGGLE Toggle on/off shape Distinct shapes Soft Hue-only switch

Family SPACE — Spacing / Gestalt / safe area (18 × 2 = 36)

Deep: space-affordance-receptors.md

ID Receptor 2 1 0
SPACE-8PT-RHYTHM 8pt (4pt micro) rhythm Clear scale Soft Arbitrary gaps
SPACE-4PT-MICRO Icon–label micro gap Consistent 4pt Soft Touch or orphan
SPACE-PROX-CLUSTER Proximity clusters Related tighter Weak Equal grid soup
SPACE-REGION-PANEL Common region binds Panel wraps group Soft Title far from stats
SPACE-ALIGN-COL Column alignment Prices/axes hold Drift Zigzag
SPACE-ALIGN-BASELINE Baseline shared Label+value Soft Float
SPACE-ALIGN-GRID Shared left edges Forms flush Soft Staggered
SPACE-GUTTER Inter-col ≥ intra Clear columns Soft Columns merge
SPACE-SAFE-TV Title safe ~90% Critical inside Tight Clipped edge
SPACE-SAFE-NOTCH Notch/cutout inset Below inset Soft Under island
SPACE-SAFE-OVERSCAN Overscan-aware BG bleed; UI inset Soft CTA in kill zone
SPACE-EDGE-HUD Bezel inset 16–24px feel Soft Glued to bezel
SPACE-PLAYFIELD Center clear ring Combat open Mild creep Creep inward
SPACE-DENSITY-BUDGET Density vs class ≤~7 primary rows pause Soft 15 equal tiles
SPACE-PANEL-PAD Internal pad consistent Even card pad Mixed Colliding internals
SPACE-STACK-MODAL Modal stack rhythm Title→body→CTA gaps Soft CTA glued
SPACE-NEST-DEPTH ≤2 nest levels Panel→row→control 3 Card-in-card-in-card
SPACE-RESP-COLLAPSE Groups survive shrink Mobile stacks OK Soft Unrelated merge

Family COLOR — Color as language (14 × 2 = 28)

Deep: color-icon-receptors.md

ID Receptor 2 1 0
COLOR-ROLES 4–6 semantic roles Danger/reward/neutral/interact/… Soft Random equal hues
COLOR-LAYERS Base/panel/info/action stack Value separation Soft Mud / rainbow chrome
COLOR-RED Red reserved Damage/danger Mild leak Accent everywhere
COLOR-GOLD Gold = reward Currency/XP/loot Mixed Gold as hazard
COLOR-BUDGET Accent ~5–15% surface Accents rare Busy Saturated spam
COLOR-ACC-JOB Accents on urgency/CTA/special Jobs clear Soft Decorative spam
COLOR-ONLY Not color-only meaning Shape/size/motion Weak Color alone critical
COLOR-CB CVD survivability Shapes if R/G Risky R/G-only status
COLOR-DL Competing meanings ΔL Value differs ~3:1 Soft Same-value hue swap
COLOR-SIM Simultaneous contrast Roles hold on BG Spot Washes out
COLOR-TOK States = tints of roles Token system Soft Per-widget lottery
COLOR-UI-WORLD UI tied to world Same family Mild SaaS Detached kit
COLOR-FX VFX obey accent rules Hits on-brand Soft Second brand
COLOR-COUNT Palette restraint ~8–16 feel Soft Infinite lottery

Family ICON — Iconography & chrome set (14 × 2 = 28)

Deep: color-icon-receptors.md

ID Receptor 2 1 0
ICON-GRID Shared canvas/padding Even set Mild jitter Random canvases
ICON-KEYLINE Optical keyline weight Circles optically larger Soft Measured-equal mush
ICON-STROKE Stroke parity One weight policy Drift Lottery
ICON-CORNER Corner/terminal policy Shared Soft Per-icon
ICON-SIL Silhouette test IDs in black fill Two collide Mush/clones
ICON-META Metaphor dial Same skeuomorph Mixed Engraved+sticky+neon
ICON-PERSP Perspective agreement Front/¾ shared Soft Mixed tilt+flat
ICON-DETAIL Detail @ game size Survives small Busy Only huge
ICON-PIXEL-LOCK On-pixel @ HUD size Crisp Soft Half-pixel shimmer
ICON-CAT Category frame Shape+color Color-only None/random
ICON-LUCIDE Generic soup Owned metaphors Mild stock Lucide-in-gradients
ICON-CHROME Button/panel chrome Shared radius/border Drift Per-screen reinvent
ICON-STATE Icon states Default/sel/dis clear Partial None
ICON-OPSZ Heavier stroke when small Opsz idea Soft Hairlines at 16

Family COMP — Composition & framing (20 × 2 = 40)

Deep: composition-fx-receptors.md

ID Receptor 2 1 0
COMP-THIRD-ACTION Action on thirds / framed Intentional focal Soft center Dead center no reason
COMP-THIRD-HUD HUD off power points Corners/edges One intrusion HP on intersection
COMP-POWER-CONFLICT Power point conflict No HUD+boss same locus Minor Crosshair+tele+CTA fight
COMP-CENTER-CLEAR ~60% center free Clear Mild Center cluttered
COMP-LEAD-ENV Env leading lines Aim at objective Weak Aim away
COMP-LEAD-UI UI rails to CTA Clear Soft Competing rails
COMP-VALUE-GROUP B/W subject pops Thumbnail read Hue-reliant Flat value soup
COMP-FOCAL-SINGLE One primary in <1s Clear Dual weak Flat
COMP-FOCAL-WORLD World focal vs UI Action wins Tied Shop beats combat
COMP-DEPTH-LAYERS FG/MG/BG separate Depth clear Soft Flat plane
COMP-SIL-ACTION Action silhouette Limbs readable Soft Merge BG
COMP-SIL-THREAT Threat silhouette Telegraph distinct Soft Blob
COMP-NEG-SPACE Breath around focal Intentional Uneven Packed noise
COMP-BALANCE Mass balance Intentional Soft Accidental top-heavy
COMP-MASS-EDGE Heavy chrome at edges Center for play Mild Edge+center heavy
COMP-HORIZ-LEVEL Horizon / dutch Level or intentional Soft Accidental dutch
COMP-FRAME-ENV Env framing Arch/door frames subject Loose Lost in noise
COMP-SCAN-PATH Scan path Predictable Awkward Scatter
COMP-DIEG-META Diegetic vs meta split Grammar clear Blurry Overlay soup
COMP-SAFE-EDGE Critical inside safe Clear Tight Clipped

Family LIGHT — Lighting / post / particles / hit FX (20 × 2 = 40)

Deep: composition-fx-receptors.md

ID Receptor 2 1 0
LIGHT-MOTIV Motivated key Shared vector Soft Sourceless wash
LIGHT-KEY-FILL Key/fill ratio Form readable Mixed Mud
LIGHT-RIM-OWN Rim owned Supports sep Soft Rim lottery
LIGHT-PLAY-SEP Play layer separation Interactive pops Soft Melts into BG
LIGHT-BLOOM-HIER Bloom ≠ hierarchy Structure intact Mild Bloom = hierarchy
LIGHT-BLOOM-ABUSE Bloom abuse Edges hold Soft Mush smear
LIGHT-DOF-SUBJ DOF subject plane Subject sharp Soft Gameplay blurred
LIGHT-DOF-UI DOF vs UI HUD sharp Mild UI illegible
LIGHT-POST-STACK Post clutter ≤2 dominant 3 AO+bloom+DOF+CA scream
LIGHT-PART-READ Particles semantic Direction/material Busy Noise
LIGHT-PART-OCCLUDE Particles vs UI UI clear Fringe Occlude HP/crosshair
LIGHT-PART-OVER Occupancy budget Impact ≤~12–18% Border Screen soft quads
LIGHT-FX-LANE VFX lane ownership Tele ≠ flourish hue Soft Same lane
LIGHT-HIT-SPARK Hit spark language Consistent type color Mixed Rainbow lottery
LIGHT-HIT-FLASH Flash brief Center not obliterated Lingering Full white block
LIGHT-HIT-SCALE Hit tier scaling L/M/H distinct Soft Uniform max
LIGHT-VIGN-DMG Damage vignette Edge only; center clear Heavy Eats UI/center
LIGHT-VIGN-META Meta FX backup Shape+color Soft Color-only low HP
LIGHT-EMISS-HIER Emissive hierarchy Danger/interact only Overused Every prop emissive
LIGHT-SPEC-LOT Specular lottery Consistent Drift Random shiny slop

Family MOT — Motion tells in stills (14 × 2 = 28)

Deep: composition-fx-receptors.md. Prefer 2–8 frame sequence when flagged.

ID Receptor 2 1 0
MOT-BLUR-READ Motion blur aids Direction clear Heavy Silhouette mush
MOT-SMEAR Smear frames Follows vector Soft Omni noise
MOT-TRAIL-SOUP Trails Short/tiered Long Obscure hitboxes
MOT-GHOST Afterimages Sparse readable Many Unreadable clones
MOT-SQUASH Squash (if mid-pose) Volume OK Subtle Missing expected
MOT-STRETCH Stretch Follows vector Soft Missing
MOT-VOL Volume law Mass preserved Cheat Inflating blob
MOT-ANTIC Anticipation pose Wind-up readable Short No telegraph
MOT-SHAKE-OFF Shake vs UI UI re-anchors Medium HUD floats off grid
MOT-SHAKE-TIER Shake tier Matches weight Ambiguous Coin = boss
MOT-SHAKE-ROT Rotational shake Minimal roll Visible Sickness roll
MOT-HITSTOP Hit-stop Micro-freeze sells Long Slideshow freeze
MOT-TWEEN-OS UI overshoot Settles on grid Mid float Buttons off baseline
MOT-UI-BOUNCE Bounce scale ≤~1.05/0.95 Exaggerated Oversized mid-bounce

Family SLOP — Anti-AI / median defaults (14 × 2 = 28)

Score 0 if tell present without ownership; 2 if absent or clearly world-owned.

ID Receptor 2 (clean/owned) 0 (default tell)
SLOP-PURPLE Purple/indigo/pink wash Absent/owned Default hero wash
SLOP-NEON Neon glow-as-hierarchy Glow not hierarchy Card glow everywhere
SLOP-CREAM Cream+terracotta+serif Absent/diegetic Second-wave median
SLOP-CARD Cardocalypse Hierarchy uses cards Equal nested cards
SLOP-GLASS Glassmorphism spam Rare Everywhere muddy
SLOP-HOLO Holo mesh / iridescent Absent Template hero
SLOP-LUCIDE Icon soup Owned set Stock outline soup
SLOP-FAKE-TEXT Fake glyphs Clean Garbled text
SLOP-SMOOTH AI key-art smoothness Crafted materials Over-smooth SSS blob
SLOP-RIM Sourceless rim set Motivated light Identical rim lottery
SLOP-EQUAL Equal visual weight Urgency map Everything screams
SLOP-BLOOM Bloom mush stack Controlled Post mush + neon
SLOP-SPEC Interchangeable crop Owned specificity Paste onto any AI game
SLOP-STACK Co-occurrence T T≤1 or owned T≥3 stacked tells

Family ORIG — Originality & construction (12 × 2 = 24)

Deep: originality-sight.md

ID Receptor 2 1 0
ORIG-EXPR Expression distance Distinct after tropes Soft Franchise silhouette/mark
ORIG-REF Reference transform Multi-source → new Unclear Near-trace
ORIG-STRUCT Construction integrity Contacts/materials hold Soft smear Melt/grip failure
ORIG-TILE Tiling/seam logic Planned Weak Mirrored noise break
ORIG-SET Set authorship One rule set Mixed Kitbash lottery
ORIG-READ Silhouette @ game size Clear in ~2s Soft Only huge
ORIG-VALUE Value shapes B/W grouping Hue-reliant Color mush
ORIG-SYN Synthetic density ≤1 weak Escalate Stacked AI tells
ORIG-MARK Marks/logos Distinct Soft Appropriated
ORIG-LIGHT Light logic Motivated Soft Sourceless uniform rim
ORIG-HAND Hand-authored tells Toolmarks/asymmetry Soft Perfect symmetry mush
ORIG-SCENES Scènes à faire filtered Tropes transformed Soft Stock pose copy

Family ID — Graphic identity system (14 × 2 = 28)

Deep: identity-sight.md

ID Receptor 2 1 0
ID-PAL Palette roles Limited + roles Soft Infinity
ID-SHAPE Edge grammar Repeated Drift Lottery
ID-MOTIF Motif recurrence 2–4 controlled echoes One-off sticker 0 or spam
ID-TYPE Typographic identity Stable pairing Mild tourism Tourism
ID-ICON Icon system Grid/stroke/sil OK Soft Mixed packs
ID-LINE Line-weight policy Global Drift Random
ID-RENDER Render dial One realism policy Clash Cel+PBR+paper
ID-LIGHT Light continuity Shared direction Soft Private rigs
ID-BRIDGE HUD↔menu↔key art Shared DNA Soft split Different products
ID-UIWORLD UI↔world Same family Mild SaaS Divorced
ID-SPEC Owned specificity Non-median Mild default Gradient-only brand
ID-DRIFT Side-by-side drift Adjacent shots match Soft Other game
ID-EDGE Edge DNA shared Motif↔panel↔logo Soft Random garnish
ID-TOKEN Semantic tokens stable Across surfaces Soft Per-screen recolor

Output schema (receptor-level — required)

## Vision review — Taste Receptor Atlas v2
- **Paths / budget / sequence?:** …
- **Applicable max:** __ pts (N receptors × 2)
- **Score:** __ / __ (**__%**) — Grade A|B|C|F
- **Hard gates:** …

### Family subtotals
| Family | Score | Max | % |
|--------|------:|----:|--:|
| HIER | | 48 | |
| CTRST | | 36 | |
| TYPE | | 82 | |
| AFF | | 28 | |
| SPACE | | 36 | |
| COLOR | | 28 | |
| ICON | | 28 | |
| COMP | | 40 | |
| LIGHT | | 40 | |
| MOT | | 28 | |
| SLOP | | 28 | |
| ORIG | | 24 | |
| ID | | 28 | |

### Zeroes only (fix fuel) — every receptor scored 0
- `TYPE-DISPLAY-HUD-SPLIT` — ammo uses display face
- …

### Ordered fixes (map to receptor IDs)
1. `TYPE-DISPLAY-HUD-SPLIT` / `TYPE-NUM-TABULAR` — …
2. …

Invalid review: PASS/FAIL only · V1–V8 without receptor zeroes · skips TYPE when text visible · skips SLOP on UI/marketing · “looks good” without % + zero list.


Rollup map → legacy V1–V8 /120 (optional)

V Max From families (scaled)
V1 Hierarchy 15 mean(HIER%, COMP%) × 15
V2 Contrast 15 mean(CTRST%, LIGHT% pressure subset) × 15
V3 Typography 20 TYPE % × 20
V4 Affordances 10 AFF % × 10
V5 Spacing 10 SPACE % × 10
V6 Anti-slop 15 SLOP % × 15
V7 Originality 15 mean(ORIG%, MOT% craft) × 15
V8 Identity 20 mean(ID%, COLOR%, ICON%) × 20

Prefer receptor % grade as primary; publish V-rollup only if a consumer expects /120.

Source: SKILL.md on GitHub

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