Load for UI design or review. Existing style and art direction take priority. Otherwise derive a restrained system from the game fantasy and screen job. Load
for mechanics.
Use one restrained surface and border language, one display role, one body role, and one accent. Let game content, artwork, and action importance create identity. Prefer readable contrast and clear grouping over thick outlines, ornamental depth, or genre assumptions.
Oversized shells, guessed offsets in managed layouts, drifting actions, blank item boxes, color-only state, mouse-only feedback, decoration before hierarchy, and a familiar simulator skin pasted over unrelated art direction.
Style inference, optional simulator recipe, composition, interaction states, and QA: references/full.md