The reference-round workflow, run end to end for a real template: Taste system (how we learn the user's taste, persisted): - references/TASTE_PROFILE.md (living design contract) + references/README.md (the daily loop) + a "reference round" stage in docs/TEMPLATE_BRIEF.md (provide refs or I suggest+mock directions). Design-quality before/after: - HeroDemo — the fix recipe vs the faint default: layered-depth background, a proper big video type scale, and a bold composed focal object. (Backgrounds were naked, text too small, scenes had no objects.) - YaldaSofreh3D + IGPromoDirections + IGProfileMock — reference-match proofs (low-poly 3D, 3 IG-promo style directions, the realistic IG-light page). Instagram channel-promo template (the deliverable — a flexible 5-scene FlexStory): - igkit + 5 blocks: IGIntro, IGProfile (realistic IG-light profile, scales to all aspects), IGFeed (post grid), IGStats (animated count-up), IGFollowCTA (Follow taps to "Following"). - FlexStory gains a `finish` toggle so the IG-light scenes render clean (no brand grade). INSTAGRAM_PROMO preset + 3 aspect comps in Root. Verified: a still of every scene at 9:16 renders clean; full preview MP4 rendering. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Taste Profile — character & illustration
The living design contract. References go in, recurring design DNA comes out, and every build consults this file. The vaguer the input, the weaker the steer; the more concrete (actual files, exact palettes, "I like X because Y"), the sharper.
How it persists: this doc + the
feedback-character-design-tastememory + theflat-artistskill. It compounds — every approve/reject sharpens it.
Reference board
2026-06-24 — first character drop (4 refs)
R1 — 3D clay / toy characters ("ANONYMOUZ", Blender + PNG files) Rounded soft-clay 3D, minimal or featureless faces (sunglasses, simple noses), strongly diverse + inclusive (skin tones, ages, a wheelchair user, body types), everyday activities (camera, gym, skate, gaming, shopping), bright casual clothing. The popular Gumroad/UI8 "3D casual character" look.
R2 — bold flat vector (winter / sports pack) Chunky confident shapes, saturated primaries (red / blue / yellow / navy) on light-blue panels, dynamic athletic poses, minimal faces (often hidden by goggles/helmets), thick forms. Alegria-adjacent but bolder and more saturated.
R3 — modern thick-outline cartoon (sunglasses kid, sunset) Thick black outlines, flat cel fills, warm gradient backgrounds (orange→pink), chill/cool mood, simple expressive features, light environmental detail (wires/poles). Contemporary "cool" cartoon.
R4 — NFT / streetwear bold cartoon (bearded, teal skin, surreal companions) Thick black outlines, hyper-saturated flat fills, surreal/edgy characters with attitude, solid color backgrounds. Doodles / Cool-Cats-adjacent.
Core taste signal (the through-line)
Across all four, consistently:
- Bold & saturated — strong, confident color. Not muted, pastel, or washed-out.
- Thick outlines (in the 2D refs) — clean, heavy black line.
- Minimal / stylized faces — features simplified, abstracted, or hidden (shades, goggles).
- Clean confident shapes — rounded, deliberate forms (3D clay or flat).
- Attitude & personality — cool, expressive, characterful. Not corporate-bland.
- Modern / on-trend — every ref is a current style (3D clay, bold flat, NFT cartoon).
- Diverse & inclusive — especially R1.
Anti-patterns (what to AVOID — the look that failed before)
- Muted / pastel / desaturated palettes.
- Soft, thin, timid line work; vague forms.
- Over-detailed, "trying to be realistic" faces → reads amateur ("the 5-year-old").
- Corporate flat-design blandness with no personality.
Sourcing strategy (honest path to this quality)
These references are purchasable / artist asset packs, not styles I can reliably hand-redraw at this bar. The reliable path:
- Vendor the actual packs the user owns. R1 even ships PNG files → those cutouts drop
straight into the 2.5D engine as character layers (fastest win). Honor the license firewall
(
docs/ASSET_LIBRARY.md,public/illustrations/assets.json). - Build motion / composition / templates around vendored characters — that's our strength. Don't redraw characters from scratch (that's the hand-code ceiling).
- For any character I do author, match the through-line: thick outline + saturated fill + minimal face + confident shape.
Feasibility per style (in our engine)
| Style | Path |
|---|---|
| R1 3D clay | Blender for the source (it literally ships .blend); PNG cutouts vendor directly into 2.5D today. Three.js can approach soft-clay (rounded geo + soft mat) but the polished look = Blender. |
| R2 bold flat | Matchable as SVG — thick shapes + saturated fills; best vendored as a pack for consistency/volume. |
| R3 thick-outline cartoon | Matchable as SVG (heavy stroke + flat cel + gradient bg). Volume → vendor. |
| R4 NFT bold cartoon | Matchable as SVG; surreal characters are hard to author at scale → vendor. |
Status / open questions
- Which style is the primary direction (or several as tiers)?
- Does the user own the files for these packs (to vendor), or are they inspiration only?
- Drop pack files into
references/characters/→ I vendor + ledger them.