CURRICULUM.md: full 14-group skill tree drawn from the artistic learning journey — line control through creative systems, with skill dependency graph and notes on how exercises translate into module designs. SPRINT.md: Sprint 2 tickets (AL-010 through AL-015) replacing the Sprint 1 static-stroke prototype with the real scrolling corridor from MODULES.md, including score model migration, difficulty tiers, and session summary screen. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
368 lines
17 KiB
Markdown
368 lines
17 KiB
Markdown
# ArtLegend — Artistic Learning Curriculum
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This document defines the full skill curriculum that ArtLegend draws from. It is not a module design document — that is MODULES.md. This is the **artistic map**: every skill group we intend to train, the exercises within each group, and how skills transfer to one another.
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When designing a new module, look here first to understand what skill you're targeting and what else it connects to.
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---
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## Philosophy
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Artistic ability is not a singular talent. It is a collection of trainable micro-skills.
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ArtLegend decomposes artistic growth into atomic, measurable exercises — each isolating one motor skill, one perceptual skill, or one conceptual skill. Every exercise produces a visible result. Learning and making happen at the same time.
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Three principles drive the curriculum:
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**One skill at a time.** Each exercise isolates a single thing — pressure control, gradient smoothness, silhouette readability, line confidence. Isolation reduces cognitive overload and makes improvement measurable.
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**Constraints accelerate learning.** Limiting tools, colors, values, or time forces the skill to work without crutches. Constraints are not punishment — they are the training mechanism.
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**Skills transfer.** Line confidence improves gesture drawing. Value studies improve lighting. Shape language improves character design. The curriculum is designed so early skills compound into later ones.
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---
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## Skill Dependency Overview
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Some skill groups are foundational — they feed directly into everything else. Others build on top of prior work. This is a rough dependency graph, not a strict prerequisite lock:
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```
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Observation Training ──────────────────────────────────────┐
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Line Control ──────────────────────────────────────────────┤
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▼
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Value & Lighting ───────────────────────────────► Form Construction
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Shape Language ────────────────────────────────► Character Design
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│
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Gesture & Motion ──────────────────────────────────────────┤
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▼
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Form Construction ─────────────────────────────► Animation Primitives
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Texture Systems ──────────────────────────────────────────┐
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▼
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Composition ──────────────────────────────────────► Style Development
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Character Design ─────────────────────────────────────────┤
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Animation Primitives ─────────────────────────────────────┤
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▼
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Pixel Art ────────────────────────────────────► Creative Systems
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Vector & UI Design ───────────────────────────────────────┘
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```
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---
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## Skill Group 1 — Line Control
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**What it trains:** Precise stylus coordination and movement confidence. The physical foundation of all drawing.
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**Core skills:**
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- Stroke control (start, end, path accuracy)
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- Pressure control (light to heavy, smooth transitions)
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- Directional consistency (maintaining angle across a stroke)
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- Rhythm and flow (speed without tension)
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- Acceleration and deceleration (tapered, confident strokes)
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**Exercises:**
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- Straight line drills — horizontal, vertical, diagonal
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- Ghosted lines — hover and plan the movement before committing
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- Parallel lines — maintain consistent spacing across multiple strokes
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- Tapered lines — thin → thick → thin pressure transitions in one stroke
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- Superimposed lines — repeat the same stroke path to build muscle memory
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- Ellipse sheets — controlled ellipse repetition at different angles and sizes
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- S-curve drills — flow and gesture training with continuous curves
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- Speed accuracy challenges — hit targets under time pressure
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**Transfers to:** Every other skill group. This is the most foundational group in the curriculum.
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---
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## Skill Group 2 — Value & Lighting
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**What it trains:** Perception of light, shadow, and form. The ability to see and reproduce tonal relationships.
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**Core skills:**
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- Tonal recognition (identifying light/midtone/shadow)
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- Form perception (how light wraps around 3D shapes)
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- Gradient control (smooth tonal transitions)
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- Edge hierarchy (hard, soft, and lost edges)
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**Exercises:**
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- 2-value notan studies — black and white only, no midtones
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- 3-value studies — separate light, midtone, and shadow clearly
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- Gradient bars — smooth continuous tonal transitions
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- Sphere rendering — core shadow, cast shadow, and highlight placement
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- Cube lighting — analyze planar lighting on flat surfaces
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- Cylinder shading — value wrapping on curved surfaces
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- Value mass copying — ignore objects entirely; copy only the light and dark regions
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- Shadow shape painting — fill shadow masses only; treat them as abstract shapes
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- Edge control studies — practice intentional hard, soft, and lost edge transitions
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- Posterization challenges — reduce a reference into a limited number of values
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**Transfers to:** Form Construction, Texture Systems, Style Development
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---
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## Skill Group 3 — Texture Systems
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**What it trains:** Material representation and surface variation. How to suggest texture with marks rather than literal detail.
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**Core skills:**
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- Texture abstraction (suggesting material with minimal marks)
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- Density control (how mark frequency implies value)
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- Directional texture flow (marks follow the surface)
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- Material readability (the viewer recognizes the material at a glance)
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**Exercises:**
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- Crosshatching — directional line shading with controlled density
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- Stippling — dot-based rendering with density gradients
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- Scribble rendering — controlled chaotic texture
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- Fur flow mapping — directional fur and hair studies
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- Material swatches — practice representing metal, wood, stone, skin, cloth, and fur
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- Texture gradients — create value transitions through texture density alone
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- Surface simplification — reduce complex textures (bark, stone) into repeatable motifs
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- Pixel texture clusters — low-resolution material readability
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**Transfers to:** Value & Lighting, Style Development
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---
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## Skill Group 4 — Shape Language
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**What it trains:** Symbolic simplification and visual readability. How shapes communicate personality before content.
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**Core skills:**
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- Silhouette design (readable form in pure black)
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- Emotional shape association (circles = soft, triangles = aggressive, squares = stable)
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- Visual hierarchy (what reads first in a composition)
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**Exercises:**
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- Circle-based character designs — friendly, soft, approachable
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- Square-based character designs — stable, mechanical, grounded
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- Triangle-based character designs — aggressive, dynamic, threatening
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- Silhouette recognition — design forms that read as a pure black shape
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- Shape reduction — break objects down into their primitive geometry
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- Icon simplification — reduce recognizable objects into symbolic representations
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- Blob creature design — start with a random shape and commit to a character
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**Transfers to:** Character Design, Composition, Creative Systems
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---
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## Skill Group 5 — Form Construction
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**What it trains:** 3D reasoning and structural drawing. The ability to build objects mentally and draw them from any angle.
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**Core skills:**
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- Perspective (1-point, 2-point, 3-point)
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- Spatial visualization (rotating objects mentally)
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- Structural simplification (seeing the primitive inside the complex form)
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**Exercises:**
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- Box perspective — draw boxes in 1-point, 2-point, and 3-point perspective
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- Rotating forms — draw an object from multiple angles without reference
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- Cylinder perspective — ellipse foreshortening as angle changes
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- Cross contours — draw lines that wrap around a surface to show its form
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- Primitive combination — build complex objects from cubes, cylinders, and spheres
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- Mechanical breakdown — reduce machinery into its structural primitives
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- Slice studies — mentally cross-section a form and draw what you see
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**Transfers to:** Character Design, Animation Primitives, Gesture & Motion
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---
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## Skill Group 6 — Gesture & Motion
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**What it trains:** Movement, rhythm, and dynamic posing. Drawing what a figure is *doing* rather than what it looks like.
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**Core skills:**
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- Motion flow (the single line that captures action)
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- Pose readability (the silhouette communicates the action instantly)
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- Action clarity (no ambiguity about what is happening)
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**Exercises:**
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- 30-second gestures — fast capture of movement, ignore detail
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- Line of action studies — find and exaggerate the single motion line in a pose
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- Rhythm drawing — prioritize flow and connection over structural accuracy
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- Animal gestures — dynamic anatomy abstraction from animal movement
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- Weight and balance sketches — where is the center of gravity?
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- Anticipation poses — the moment before action; how the body loads up
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**Transfers to:** Character Design, Animation Primitives
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---
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## Skill Group 7 — Character Design
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**What it trains:** Stylized character creation — readability, appeal, and expressive design.
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**Core skills:**
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- Expression (the face communicates emotion at a glance)
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- Silhouette readability (the character is recognizable as a black shape)
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- Appeal (the design invites the viewer in)
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- Modular design (heads, bodies, costumes combine and vary consistently)
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**Exercises:**
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- Expression sheets — explore the full range of emotion for one character
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- Head shape variations — how head geometry affects personality perception
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- Eye style exploration — different eye systems communicate different aesthetics
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- Hairstyle silhouettes — hair as readable shape language
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- Costume shape language — clothing personality through geometry
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- Chibi simplification — reduce a character to minimal expressive elements
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- Character turnarounds — draw one character from multiple angles consistently
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**Transfers to:** Animation Primitives, Creative Systems
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---
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## Skill Group 8 — Animation Primitives
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**What it trains:** Motion timing and visual feedback systems. The fundamentals of making things feel alive.
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**Core skills:**
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- Timing (how many frames does an action take?)
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- Spacing (where does the form sit on each frame?)
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- Anticipation (loading up before action)
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- Impact communication (how does the viewer feel the hit?)
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**Exercises:**
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- Bounce ball — weight, timing, squash and stretch
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- Pendulum motion — weight at the end of a swing
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- Blink loops — micro-animation with easing
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- Idle breathing — subtle slow looping motion
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- Hover motion — floating cycles with organic irregularity
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- Hit flash effects — communicating impact through contrast and timing
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- Smear frames — motion blur exaggeration for speed
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- Spell and slash effects — stylized game-ready impact frames
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**Transfers to:** Character Design, Creative Systems
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---
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## Skill Group 9 — Pixel Art
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**What it trains:** Visual clarity under extreme constraints. Every pixel has to earn its place.
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**Core skills:**
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- Readability at small size (the form reads from a distance)
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- Palette control (limited colors used with intention)
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- Cluster management (avoiding isolated pixels, building readable shapes)
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**Exercises:**
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- 16×16 icons — single-concept design at maximum constraint
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- 32×32 creatures — character design with limited pixel budget
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- Palette limitation challenges — 2-color, 4-color, 8-color restrictions
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- Tile set construction — repeatable building blocks that work together
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- Cluster theory studies — how pixels group into readable shapes
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- Distance readability tests — does it read at 1×, 2×, 4× scale?
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**Transfers to:** Vector & UI Design, Shape Language
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---
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## Skill Group 10 — Vector & UI Design
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**What it trains:** Symbolic communication and interface clarity. Drawing systems, not individual pieces.
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**Core skills:**
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- Vector abstraction (reduce to essential geometry, no noise)
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- Visual hierarchy (the eye goes where it should)
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- Layout systems (consistent spacing, proportion, and grid logic)
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**Exercises:**
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- Bézier curve practice — control point placement and handle control
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- Icon set construction — design multiple icons with a shared visual language
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- UI hierarchy exercises — arrange elements so information priority is clear
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- Educational diagram design — make a concept readable without words
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- Flowchart beautification — clarity and visual flow in procedural diagrams
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- Infographic simplification — compress data into readable visual form
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- Constraint layout challenges — design within strict size and color limits
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**Transfers to:** Creative Systems, Pixel Art
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---
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## Skill Group 11 — Observation Training
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**What it trains:** Breaking symbolic drawing habits. Seeing what is actually there instead of what you expect to see.
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**Core skills:**
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- Observation accuracy (drawing what you see, not your idea of it)
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- Proportion measurement (relative sizes and distances)
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- Visual measurement (angles, negative space, relationships)
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**Exercises:**
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- Negative space drawing — draw the space around the subject, not the subject
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- Upside-down drawing — remove symbolic recognition by flipping the reference
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- Blind contour drawing — draw without looking at the paper
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- Continuous line drawing — never lift the pen; one connected path
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- Angle matching — identify and replicate precise angles in a reference
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- Proportion measurement — measure and transfer relative sizes accurately
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**Transfers to:** Everything. Observation is a meta-skill that improves every other group.
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---
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## Skill Group 12 — Style Development
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**What it trains:** Artistic identity and stylistic flexibility. Translating between visual languages intentionally.
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**Core skills:**
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- Stylistic abstraction (choosing what to simplify and what to keep)
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- Visual synthesis (combining influences into a coherent voice)
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- Adaptation (translating between styles deliberately)
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**Exercises:**
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- Artist emulation studies — reproduce a reference in a specific artist's style
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- Medium translation — photo → pixel art, realistic → stylized, vector → painterly
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- Style constraint challenges — draw a subject using rules from a defined aesthetic
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- Shape grammar systems — define and apply rules for a consistent personal style
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**Transfers to:** Creative Systems, Character Design
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---
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## Skill Group 13 — Composition
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**What it trains:** Visual arrangement and focal hierarchy. Where does the eye go and why?
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**Core skills:**
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- Scene readability (the main subject is never in doubt)
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- Eye guidance (leading lines, value contrast, and framing direct the viewer)
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- Value composition (the light/dark map works before detail is added)
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**Exercises:**
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- Rule of thirds — place subjects and horizons on division lines
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- Thumbnail sketches — plan compositions at small scale before committing
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- Eye flow mapping — trace the natural path the viewer's eye takes
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- Focal point design — create a single dominant area of interest
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- Value composition planning — design the light/dark structure before any color
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**Transfers to:** Style Development, Character Design, Gesture & Motion
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---
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## Skill Group 14 — Creative Systems
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**What it trains:** Procedural creativity and modular synthesis. Generating ideas within rules rather than from a blank page.
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**Core skills:**
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- Procedural generation (applying rules to generate variations)
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- Rule-based creativity (constraints as a creativity engine, not a limit)
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- Modular design thinking (systems of interchangeable parts)
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**Exercises:**
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- Procedural creature design — combine random body parts using defined rules
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- Constraint character challenges — design characters under unusual restrictions
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- Random prompt synthesis — turn an arbitrary combination of inputs into a design
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- Modular asset systems — design parts that combine into many valid wholes
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- Shape grammar construction — define a visual rule set and apply it consistently
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**Transfers to:** Character Design, Animation Primitives, Style Development
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---
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## Notes for Module Design
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When building a new ArtLegend module, the starting question is: **which skill from this curriculum is the player building?** A module may target one skill or create a bridge between two adjacent skills. It should not try to teach three things simultaneously.
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The exercises listed here are training activities, not game designs. A single exercise can be turned into multiple different game mechanics. Refer to MODULES.md for how specific exercises have been translated into actual game screens.
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Skills marked as "foundational" (Line Control, Observation Training) should be prioritized in early module development — players who improve here improve everywhere else faster.
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