11 · Art-direction modes: HD/modern graphics + web-native animation (CSS/SVG/JS), not everything is pixel art #24
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cmoriarty/trog#24
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Trog builds web games, but the pipeline currently assumes every game is retro pixel art: the style block REQUIRES a Grid, every image rides the pixel post-pass (downscale → palette quantize), animation means sprite sheets through the Wan i2v seat, and the critics judge by pixel craft. Not every game should look like that. A web game can ship clean modern high-definition graphics — and it can animate with the whole JS/HTML/CSS toolbox instead of only generated frames.
Two capabilities, one mode switch
1. Art-direction modes in the spec. The style block declares the game's visual mode:
pixel— today's pipeline exactly (grid, palette, pixel post-pass, craft judging via the existing Craft opt-in).hd(name TBD) — high-definition modern art: full-res renders delivered as-is (no downscale, no palette quantize), style block describes look without a Grid (parser currently hard-requires Grid — relaxes per mode), critics judge on brief/style fit without the pixel-craft line (already gated, #20).Generation notes for hd: FLUX.2-dev is already the quality seat at 1024², so the seat doesn't change — the post-pass and the spec contract do. Transparent-background handling, target sizes, and format (PNG vs SVG below) need decisions.
2. Web-native animation. Much motion doesn't need a video model at all — it needs code the brain can already write:
rotateY— a video model was the wrong tool)The game template/framework choice (#7-#10 studio work, game scaffold) should expose these as first-class options the brain reaches for, with the animate seat reserved for motion that genuinely needs generated frames (organic character cycles).
Touchpoints (investigate-then-wire, the usual pattern)
assets.pyparser: mode field; Grid required only in pixel mode; craft suffixes pixel-only (already opt-in)comfy_item/pixel_post: post-pass becomes mode-aware (hd = passthrough or light sharpen only)Decision output
Mode contract in the spec template + one hd-mode game generated end-to-end as the acceptance test (the walking-skeleton pattern), with a side-by-side against a pixel-mode game to prove both modes coexist.