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Introduction and Goals

Gig Line is a Linux-first Unreal Engine 5 game that reconstructs a walkable (and eventually drivable) stretch of Hollywood Boulevard around 6840 Hollywood Blvd / El Capitan Entertainment Centre. The initial release (0.1.0) delivers a first-person walking demo of the south-side block between Highland Avenue and Orange Drive, plus north-side buildings within 50 m of the frontage.

Requirements Overview

ID Description
F-1 Walk both sides of Hollywood Blvd in the demo area without falling through geometry
F-2 First-person movement (WASD + mouse look), jump, reset (R), pause (Escape)
F-3 Fixed daytime lighting and atmosphere (sun, sky, fog, exposure)
F-5 Designated street crossing with zebra markings at signalised crossings
F-6 Building façades recognisable against reference photography
F-7 Terrain, road, and sidewalk follow real-world DEM elevation
F-8 60 FPS at 1440p on the documented workstation and quality preset

Full requirements and progress are in TODO.md; version direction is in ROADMAP.md.

Quality Goals

Priority Quality Goal Scenario
1 Performance efficiency 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation
2 Terrain walkability Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes)
3 Geographic fidelity Building placement, street scale, and façade identity match reference photography
4 Build reproducibility Fresh checkout + documented engine path produces a runnable Linux build
5 Provenance Every committed asset has recorded provenance

Stakeholders

Role Contact Expectations
Owner / Director zwitschi Sets scope, approves screenshots, cuts release tags
AI coding agents multiple sessions Read AGENTS.md, TODO.md, ROADMAP.md, and this document for architecture constraints; never commit directly to main
Players end users Walk the demo at 60 FPS without falling through the world; see a recognisable Hollywood block