The house rules
Direction
What the game chose to be and what it refuses. Each area below gathers the principles, the practical rules and the examples drawn from the direction documents of both games.
The identity palette
Gold
#e8c46a
#e8c46a
Cream
#f6ead0
#f6ead0
Cobalt
#1d3f8f
#1d3f8f
Lacquer
#13201a
#13201a
Carving
#9b692b
#9b692b
Paper
#efe5cf
#efe5cf
CINZEL for actions and titles · Cormorant Garamond for body text.
In the game · SETTINGS › Interface
The valley's cursor
Six sets and one rule: the arrow points and the hand with the index finger clicks. Hover over each one to try it.
Classic
The game's first cursor.
Polished gold default
Carved gold, thin and easy to read.
Tile
White with cobalt lines, like the church tiles.
Carved with cuff
A golden hand with a lace cuff.
Parchment
Sepia ink on paper.
Lantern light
Glowing amber that stands out at night.
7 areas
Choose where to begin
10 principles · 11 rules
Visual direction
The frame is gold, the background is the real valley, and nothing adorns what is already beautiful.
10 principles · 9 rules
3D art and the Tripo workflow
Everything with identity is born in Tripo Studio; what's heavy is the raw HD, and it never goes into the game.
10 principles · 9 rules
World direction
The KML provides the land; the author composes the valley on top of it, and the valley lives by the hour and by the tide.
8 principles · 6 rules
Sound direction
Each place has its layer, each person has their voice, and the player controls the volume.
10 principles · 7 rules
Historical and narrative direction
Bom Jesus dos Pobres in 1887 is a fishing village on the eve of Abolition — and anyone from the Recôncavo has to recognize the place.
10 principles · 9 rules
Technical direction
Rules separate from presentation, names instead of coordinates, and nothing gets in without a gate.
9 principles · 8 rules
Project decisions
Finish a small experience end to end before expanding — and log every change with its impact on the schedule.