---
id: ground-look-and-levels/005
title: The meanings pass with Kris, tile pointers, and the new brief for a fresh Claude Design project
epic: ground-look-and-levels
state: done
priority: 3
blocked_by: []
estimate: M
created: 2026-08-18
updated: 2026-08-18
claimed_by: null
claimed_at: null
delivers: []
review_artifact: land-of-lor/docs/handoff/ground-look-and-levels.md
---

## What to do

Decisions 10 and 12 of the workshop note (`land-of-lor/docs/design/2026-08-18-ground-look-and-levels-workshop.md`), and the note's "provisional assignments"
section — this task replaces the provisional four with Kris's real choices.

- With Kris: which hexagrams carry a meaning (high, low, ramp up/down, boulder, dirt, ice,
  volcano rock, cliff face …), which one or two flavours per type are the *variety* the
  sprinkle presets and Random mix may use, and which share a tile. Write the outcome into
  `elements.js` (`level`, `ramp`, `tile`) and `sync-elements.sh`.
- The migration: existing paint (every home, the Village, the Badlands) contains flavours that
  now carry a meaning; a one-off, idempotent director migration replaces retired flavours with
  their type's plain hexagram (`[migrate] repainted N cells of retired flavours`), rehearsed on
  a backup like the Area rename was (`Dev/CLAUDE.md`, 2026-08-16). Deployment record in
  `Dev/CLAUDE.md`.
- The brief: `docs/design/briefs/GROUND_TILES_BRIEF_v3.md` (the 64-tile brief moves to
  `historic/`), self-contained, for a **fresh** Claude Design project: the ~30 files with their
  meaning, the palette from the north-star pictures (attached), unshaded — painted = seen, no
  lighting lift, snow not white; texture density like v1, palette like v2, no single motifs;
  flavours as one field with subtle accents; the preview kit attached with its prompt; the
  contact sheet in the atlas layout. Kris takes it to Claude Design.

## Definition of done

`elements.js` says the meanings; migration written, tested against a copy, deployed with the
record; brief committed and handed to Kris. Committed and pushed.

## Where the work lands

`land-of-lor/game/shell/elements.js`, `game/director/src/`, `docs/design/briefs/`, `Dev/CLAUDE.md`.

## What was done (2026-08-18, laptop workshop session)

Kris made most of the meanings pass in the workshop itself (recorded in
`land-of-lor/docs/design/2026-08-18-ground-look-and-levels-workshop.md`): grass = variety only,
so **no migration is needed** (homes sprinkle grass alone); Lake = the deep level with Wind over
Lake down; Mountain over Stone high with Wind over Stone up; cone / volcano / boulder and five
undefined mountain flavours; undefined = flat colour. `elements.js` says it all. The brief is
written: `land-of-lor/docs/design/briefs/GROUND_TILES_BRIEF_v3.md` — 27 files for a **fresh**
Claude Design project, with the two north-star pictures beside it and the preview kit's prompt
updated. **Kris reviews the brief and takes it to Claude Design.** Still his to name: whether a
raised sand/dirt flavour is wanted too ("high (sand) ground"), the five undefined mountain
flavours, and which flavours share tiles when v3 lands.