- Measure and cap the HUD target chip after each font-scale change; clip HUD top labels. - Ellipsize long action-button labels so panels cannot grow past the viewport. - Add accessibility/button layout assertions and refresh the gallery captures. - Record the font/layout pass in TODO, docs, changelog and memory.
Gig Line Documentation
This folder holds the project documentation, visual references and generated QA evidence.
Start here
../PLAN.md— product and game-design plangameplay.md— controls, venues and escalationjoke-shop-map.md— Sunset Strip real-site mappingtutorial.md— first-shift tutorial beatsarchitecture.md— arc42 system architecturegetting-started.md— setup, run/test commands and controlsasset-tooling.md— image/model pipelines and screenshot gatesdevelopment-status.md— implemented features and current gapssmoke-checklist.md— manual verificationui-copy.md— screen, copy and button inventoryRELEASING.md— export, CI and publishing workflowadr/README.md— architecture decisions
Visual references
screens/README.md— concepts, designs, screenshots and realism runsblender_previews/README.md— character/gear/prop previewsscreenshots/README.md— committed game galleryscreen-design-report.md— latest screen-design judge result
Quick preview
| Reference | Screenshot |
|---|---|
| Venue design | ![]() |
| Current entrance | ![]() |
| Character sheet | ![]() |
| Prop sheet | ![]() |



