Design art direction
Adapted in original words from Apache-2.0 sources, notably Impeccable (Paul Bakaus) new-work and bolder playbooks; see THIRD-PARTY-NOTICES.md.
Every ambitious surface gets a visual thesis: one sentence about what this brief looks like and why. Direction is chosen before build; build honours the thesis.
When to use
Any new surface, redesign, or work flagged as ambitious/expressive. Not required for a one-off component inside an established world.
Procedure
- Write the thesis before pixels: name the subject's unique mechanism in a sentence, the audience's real scene, and the cultural world the brief summons (its places, rituals, artefacts). The thesis predicts what a stranger should feel in the first five seconds.
- Derive composition candidates from the content, not the template shelf: at least three materially different structures, each joining a distinct composition to the same thesis. Recolouring one layout is not a candidate. Candidates are ranked by fit to the brief, and the ranking is shown, not hidden.
- For whole new visual worlds, go wider: list concrete visual systems the audience knows from its world (publications, notation, interfaces, physical artefacts), spanning at least three material families; convert two or three into full directions with ground colours, type voices and one signature device. Name the category's predictable default and exclude it unless the content specifically earns it.
- Draw the directions from different families, never two from the same one. The families are a menu, not a ladder, and none is the default. Examples: editorial print (magazine grid, type-led); archival or specimen (catalogue, notation, index cards); utilitarian interface (tables, terminals, timetables); poster or Swiss typographic; brutalist or raw web; illustrated or hand-made; product-precision (Stripe- or Linear-like restraint); playful or toy-like; data-atlas; and cinematic one-world, described below. Pick by brief, audience, content and the user's media access, and record why the others lost.
- Cinematic one-world is ONE option, for briefs about a place, an object or an experience that rewards immersion. It is wrong for dense information, tools, docs and accessibility-critical flows. Recipe: a fixed full-viewport WebGL scene behind the content that scroll moves through time, not a gallery of photos. It is built from a few gated plates derived from one master image. Relight, water, grain and a pointer-driven light are done in the shader. It uses pinned transitional acts, colour that bleeds between acts and a camera change per act. It has a still-image fallback for no WebGL and for a lost context, and a reduced-motion path. Prove it with a scroll recording, because stills cannot show it. One owner-approved build (a hotel on an islet, dusk to dawn) used it; that approval earns it a place on the menu, not priority.
- Write the media plan with generative-asset-production: every image, illustration, lettering piece and video the direction needs, its role, and the tool class it routes to given the user's access. A direction whose signature depends on media it cannot get is revised now, not discovered at build.
- Set the system before devices: a layout grid, a type scale with at most two families plus one utility face, spacing steps, and one signature interaction for the page. Further devices must reuse the signature's vocabulary; a new gimmick per section is noise, not ambition.
- Lock direction with a preview: a mockup or wireframe the owner approves before implementation (owner gate). Never implement first and justify later.
- Commit: the chosen thesis owns every surface decision until replaced. Within an established world, extension inherits; only a redesign replaces the world — a refinement never splits the difference between two looks.
- Implementation compares itself to the thesis at review: render-fidelity checks against the approved direction, plus the floor checks (contrast, states, browser-default theming, real content at real breakpoints).
- Render gate before anyone sees it. Render in a real browser at 1440, 1024 and 390 wide, after load and after scrolling each section into view, and inspect every section at full size. Fail on any of: clipped or cut-off elements, unintended overlaps, labels off their targets, broken kerning or letter-spacing in display type, awkward wraps (orphaned arrows, one-word button lines), dead empty bands, AI artefacts or fake lettering, inconsistent subjects between images, copy contradictions, and placeholders (dummy numbers, example domains, draft notes). Write the list with a pass or fix for each item. Self-ratings and model or vision-tool scores are not evidence; if no full-size inspection happened, the work is not ready to show. The builder's own pass is not the gate: a reviewer in a fresh context that did not build the page reads the same full-size renders and must return a show verdict. Builders reliably pass their own work on defects a fresh eye sees at once (letter gaps in display italics, half-applied interaction states, a second render of the same subject, layout off its grid).
- "Bolder" requests amplify the existing system's strongest moves in the system's own vocabulary — reuse its motif and scale at full strength, increase conviction, quiet what competes. If everything got louder, nothing did.
Decision rules
- The brief wins over personal taste; redirecting a clear brief toward one's own preferred look is failure.
- An ambitious directive ("really bold", "expressive") expands the candidate range, never the template adherence.
- If the skeleton (structure minus copy) does not communicate, the boldness is decoration, not design.
- One world per page: borrowed disciplines transfer as ambition and rigour, never as pasted costumes.
Pitfalls
- One approved build becoming the house style: every later brief gets the same look. Past approvals widen the menu, they do not pick from it; each brief still gets directions from different families.
- Seven variations of one grid presented as seven directions.
- Hand-drawing in CSS what should be a photograph, painting or crafted object.
- Treating ambition as adding effects rather than committing to a premise.
- Mockup approved, implementation quietly drifted (re-theming, swapped fonts, dropped signature) — drift is a defect.
- Expression that breaks core interaction paradigms without cause.
- Judging the page from shrunken full-page screenshots or one width; defects live at full size and on mobile.
- Shipping draft copy or placeholders marked as drafts instead of holding the page back.
Done
An approved thesis and locked direction, implemented output that passes render-fidelity comparison against it, a render-gate list with every item passed at all three widths, and the candidate list and ranking retained as part of the record.


