Kingpin's Room — art production specification

Status: drafted 2026-10-13 by Claude for Sarah's review; expanded the same day to a single two-wave production run. Replaces the art direction in spec-v2 §1.2 (Kingpin Showdown) and the concept mockup Sarah supplied on 2026-10-13. That mockup is a narrative reference only; its style is not approved.

This spec commissions every painted asset for Kingpin's Room in one handoff, delivered in two waves with a review between them (section 8). The app draws every number, name, question, chip count and verdict. The painter makes the room, its chairs, six family bosses, the Kingpin, the close views for each hand, the reactions, and four small sprites.

1. The game the art serves

The back room of a supper club after hours. One long table. A boss from each con family sits along its sides, and the Kingpin, Calico, sits at the head.

The art therefore needs a room assembled from layers: chairs that can be tucked in or pushed back, bosses who can each be removed independently, a Kingpin who is plainly in charge, close views for every hand, and clear places on the table for chips and name cards.

2. Sources of truth

WhatFileRule
Narrative-world styleART_DIRECTIONApplies in full, including the visual QA checklist and the pendant-lamp rule.
Asset handlingASSET_PRODUCTIONApplies in full: masters, honest resolution, transparency, manifest.
Boss identitiesPeregrine-Grid-Updated/Squares/ (table in section 5)The approved 600 × 600 con portraits. Face, hair and wardrobe come from these.
Composition sketchkingpin/room-composition.svgApproximate layout of the seats, quiet bands and table zones. Not a geometry contract.
Style referencesImage-Assets/The Raid/the-raid-production/environments/, Image-Assets/The Darkroom/Approved environment art for finish and lighting.
Distinctness referenceImage-Assets/The Wager/Peregrine-Wager-Art-v1/masters/table-background.pngThe Wager's green-felt table. Kingpin's Room must not resemble it (section 3).
Paper referenceImage-Assets/The Wager/Peregrine-Wager-Art-v1/masters/question-paper.png and its READMEHow the Wager's question paper is built for nine-slice use. Kingpin's paper follows the same handling with its own look (section 7).

3. The room

The private back room of a supper club, owned by Calico. The club is closed for the night. The room is used for business, not for gambling.

ElementDescription
TableOne long rectangular table in dark walnut, bare wood with a soft waxed finish and a few old ring marks. No felt, no cloth, no cards. About 4.2 m long and 1.1 m wide.
Side chairsSix matching armless side chairs, three per side, upholstered backs in worn oxblood leather with brass nailheads. Painted as separate layers, not in the plate (section 6).
Head chairA taller, plainer chair at the far end: dark wood, higher back, no upholstery. It is part of the plate. The chair carries no cat motif; her name stays in the copy. It reads as hers by position and height, not by ornament.
WallsDark tobacco wainscot to chair-rail height; above it, faded sage wallpaper with a quiet small-scale pattern.
Behind the headA low sideboard against the back wall, a few bottles and glasses on it, and a framed photograph whose subject is too dark to read.
Left wallA door standing ajar onto the closed club. Through the gap: warm bar light and the edge of a table with chairs turned up on it.
FloorDark wood boards, partly covered by a worn rug under the table.
Table dressingOne heavy glass ashtray and one bottle on the table's centre line near the head. Nothing in the seat zones (section 6).

Lighting. Three practical sources, with no hanging lamp anywhere:

The table surface takes the light as a matte waxed sheen with soft highlights, never a mirror or a gold glare. Shadows fall consistently away from the sconces and the door.

Mood. Quiet, private and patient. Business happens here, and she is never in a hurry.

Never in a plate. People, side chairs, text or numbers, chips, cards, name cards, a pendant or hanging lamp of any kind, green felt, wet or glossy floors, bloom, neon, cigarette smoke filling the room, extra doors. The plate with all six tucked chairs laid over it must look complete and attractive.

4. Camera and composition

The room view (kingpin_room) is seen from the foot of the table, standing, eye height about 1.55 m, centred on the table's long axis and angled slightly down. The table recedes to the head chair. The player stands where the last empty seat would be.

See kingpin/room-composition.svg for the approximate layout.

The two close views are used during hands, with the question paper covering their lower half:

PlateViewComposition
kingpin_close_plateFrom midway down the table, looking at the empty head chair.Her chair, the sideboard and the sconces sit in the upper 45%. The lower 55% is bare table.
boss_close_plateSeated at a side seat, looking straight across the table at the empty chair opposite, with the wainscot and sage wall behind it.The opposite chair sits in the upper 45%, its sitter's head at about 22–26% of plate height. The lower 55% is bare table. Every boss is painted into this same chair, so it lights well for all six: warm side light from the sconces at one side, cool fill at the other.

All three plates show the same room: the same wood, wallpaper, chairs, sconces and light.

QUIET · header (top 8%) QUIET · pot and controls (bottom 22%) sideboard sconcesconce door ajar · bar light KINGPIN · head ~32% L1 Contrarian · text L2 Absolutist · overplay L3 Splicer · sentence R1 Squint · figure R2 Professor · dodge R3 Mistranslator · math name-card zone chip zone Composition sketch, 1536 × 2304. Approximate; not a geometry contract.
Composition sketch (docs/spec/kingpin/room-composition.svg). Approximate; not a geometry contract.

5. Seats and characters

Each seat belongs to one family for good, so the table reads the same every run.

SeatFamilyBossIdentity referenceWardrobe and look (from the portrait)
L1 (left, nearest the head)Twist the passageThe Contrarian (reverse)Squares/r1_c09.jpgWoman, black hair pulled back, black high-collared jacket, red lips. Severe and still.
R1 (right, nearest the head)Misread the figureThe Squint (figmisread)Squares/r3_c06.jpgElderly man, full white beard and white hair, brown jacket over a collarless shirt. Squints slightly; does not wear glasses.
L2Overplay the claimThe Absolutist (extreme)Squares/r2_c06.jpgOlder man, grey beard, plum beret, plum jacket over a mauve shirt.
R2Dodge the questionThe Professor (irrel)Squares/r1_c07.jpgWoman, cream turban, violet wrap coat and scarf. Composed and attentive.
L3 (left, nearest the camera)Mangle the sentenceThe Splicer (splice)Squares/r4_c05.jpgMan, flat brown cap, black frogged tunic, thin face. Hard and watchful.
R3 (right, nearest the camera)Botch the mathThe Mistranslator (translate)Squares/r4_c10.jpgMan, shaved head, dark full beard, charcoal jacket over a dark shirt.
Head—Calico, the KingpinNew character (section 5.3)—

The Squint is painted now so the whole table shares one finish and one light. He stays out of play, and R1 shows its tucked empty chair, until figure-family questions exist in the banks. The seat order is a proposal; changing it changes only which layers are painted at which chair.

The Contrarian · L1
r1_c09.jpg
The Squint · R1
r3_c06.jpg
The Absolutist · L2
r2_c06.jpg
The Professor · R2
r1_c07.jpg
The Splicer · L3
r4_c05.jpg
The Mistranslator · R3
r4_c10.jpg

5.1 The bosses at the table

Places are inked; people are painted. This is the app's existing split: environments (The Raid's locations, this room) use the graphic-novel noir finish with ink contours, and people (the 28 con portraits, Falconer) use the soft painted finish with no ink outlines. Each boss keeps the roster portrait's finish, face, hair, age, build and wardrobe colours, and takes the room's light, shadows and perspective so they sit in it. A player who knows the Lineup must recognise each boss at a glance at phone size. That recognition test is an acceptance gate (section 10).

Each boss has three registered layers on kingpin_room, each a full-canvas transparent PNG with its own shadow layer (multiply):

LayerWhat it shows
boss_<id>_seatedThe boss seated, turned three-quarters toward the camera, including the chair they sit in. They are watching you, not each other. Forearms or hands on the table are fine; nothing they hold may enter the chip or name-card zones. Shown in place of that seat's tucked chair.
boss_<id>_risingThe moment of leaving: standing, half turned away toward the door, one hand on the chair back, the chair already pushed back. A brief transition frame, shown once before the seat switches to its pushed-back chair. No triumph and no anger; they are done for the night.
boss_<id>_closeThe same boss, larger, seated in the chair of boss_close_plate (registered to that plate, not to the room). Face to camera, forearms on the table. This is the face that plays the hand.

5.2 What the seats show

StateLayers shown at the seat
Boss still in playboss_<id>_seated
Boss leaving (transition)boss_<id>_rising
Boss beaten, rest of the runchair_<seat>_pushed
Seat not in play (R1 until figure questions exist)chair_<seat>_tucked

A pushed-back chair means someone left. A tucked chair means nobody sat there. The two must be told apart at a glance at phone size.

5.3 The Kingpin: Calico

Calico. A new character, not one of the 28 cons. She has no family and no habit. She does not make mistakes; other people make them for her. She owns the club. Her name is a cat's, set against the birds (Peregrine, Falconer, Tern): calico cats are almost all female, and a calico coat is a patchwork, as her table and her hand are. Copy calls her Calico or the Kingpin.

Her assets:

AssetWhat it is
calico_seated + shadowSeated in the head chair of kingpin_room, full-canvas transparent, registered to it.
calico_close + shadowHer figure in kingpin_close_plate, registered to it. Same pose, wardrobe, ledger, pen and glass as calico_seated. Shown while her hand is played.
calico_close_concede + shadowSame framing. You beat her. She has opened the ledger and is writing a line in it with the fountain pen, eyes on the page, the faintest acknowledging smile. Nothing more theatrical than that.
calico_close_win + shadowSame framing. She beat you. She closes the ledger with one hand and looks straight at the camera, unhurried, perhaps lifting the water glass a fraction. Not gloating.
calico_portraitHead and shoulders in the roster portrait style, not the room style: frontal, deadpan, plain muted sage-grey ground, matching the 28 squares in Peregrine-Grid-Updated/Squares/. Paint at 1254 × 1254; the app uses a 600 × 600 export. Used on the Case Board and in the end-of-run record.

The three close layers must register to one another: her chair, her shoulders' position and the table objects stay put except where the pose changes, so the app can cross-fade between them.

6. Chairs, table zones and sprites

6.1 Side chairs

Each of the six seats has two chair layers registered to kingpin_room, each a full-canvas transparent PNG with its own shadow layer:

LayerWhat it shows
chair_<seat>_tuckedThe chair tucked in square to the table.
chair_<seat>_pushedThe same chair pushed back from the table and turned a few degrees outward, left as someone stood up. It must not cover the seat's name-card or chip zone.

The chairs are armless, so no chair part passes in front of a seated boss. If one does in the painting, deliver an occluder mask for that seat.

6.2 Table zones

Every side seat has two zones on the table directly in front of it, which the plate and every chair and character layer keep clear:

6.3 Sprites

Each sprite is transparent, seen from the room plate's camera angle at a mid-table seat:

SpriteNative sizeDescription
chip + chip.shadow1024 × 1024One clay poker chip, ivory body with oxblood edge inserts, no denomination, no lettering. The app stacks, offsets and scales it per seat.
name_card + name_card.shadow1024 × 1024A blank folded (tented) place card in heavy cream stock, slightly worn at the fold. No lettering.

The Wager's chips are top-down and labelled, so they are not reused here.

Layer order on the room view. Plate, chair shadows, chairs, character shadows, characters, name cards, chips, then the app's overlays and UI.

Layer order on the close views. Plate, character shadow, character, question paper, then the app's overlays and UI.

7. Question paper

kingpin_paper: the surface the question and answer choices sit on during every hand, laid over the lower half of both close plates.

8. Process: one handoff, two waves

The whole commission is handed off at once. The painter stops once, after Wave 1, for Sarah's review. Every layer in Wave 2 is registered to plates approved in Wave 1, so a change to a plate after Wave 2 starts would invalidate everything painted on it.

Wave 1: the room and the style proof

  1. kingpin_room, plus all six chair_<seat>_tucked layers, since the room cannot be judged without its chairs.
  2. boss_irrel_seated (the Professor at R2) and calico_seated.
  3. boss_close_plate with boss_irrel_close, and kingpin_close_plate with calico_close.
  4. The plate-independent pieces: calico_portrait, chip, name_card, kingpin_paper.
  5. Run the recognition test (section 10) on the Professor, in the room and close up.

Revisions. Corrections from the first Wave 1 review are in kingpin/wave1-revisions.md.

Review. Sarah approves the room, the three plates, the style of the Professor and Calico, and the plate-independent pieces. Nothing in Wave 2 starts until she does.

Wave 1 accepted (Sarah, 2026-10-13), including all six seated bosses, which Wave 1 delivered early. Wave 2 starts from the accepted layered set and repaints both close plates to match the room; see kingpin/wave2-brief.md.

Wave 2: everything else

  1. _rising for all six bosses, and _close for the five other than the Professor. (Their _seated layers arrived in Wave 1.)
  2. All six chair_<seat>_pushed layers.
  3. calico_close_concede and calico_close_win.
  4. Fill anchors.json.
  5. Assembly review. Composite, with placeholder app UI, at phone size: a full table; a mid-run table (two bosses gone with pushed chairs, chips at three seats, R1 tucked); an end-of-run table (all bosses gone, chips everywhere); one boss hand with the paper; Calico's hand with the paper; and her concede and win frames.

9. Deliverables

Into Image-Assets/Kingpins-Room/. Every figure and chair layer is a full-canvas transparent PNG with a matching <name>.shadow.png.

FolderFilesCount
plates/kingpin_room, kingpin_close_plate, boss_close_plate (opaque)3
chairs/chair_<seat>_tucked, chair_<seat>_pushed for L1–L3 and R1–R3, with shadows24
bosses/boss_<id>_seated, boss_<id>_rising, boss_<id>_close for reverse, figmisread, extreme, irrel, splice, translate, with shadows36
calico/calico_seated, calico_close, calico_close_concede, calico_close_win, with shadows8
portraits/calico_portrait at 1254 × 12541
sprites/chip, name_card, with shadows; kingpin_paper5
Total77

Also:

Not commissioned: an entry or title screen, and verdict stamps. The old Kingpin Showdown stamps (Image-Assets/Dead to Rights*, Case Dismissed*) and the retired bestiary art stay where they are and are not used.

10. Acceptance

Recognition. Show each boss at phone size, in the room and close up, beside the six roster portraits, shuffled. Each is matched to the right portrait on sight. A boss who can be mistaken for another fails.

Registration and reuse. Every seated boss sits in the chair position of that seat's tucked chair with no jump when one replaces the other. Every rising frame sits on the seat it leaves, and its chair matches the pushed-back chair that follows. Swapping any seat between its states leaves no seams, halos, orphaned shadows or missing furniture. Calico's three close layers cross-fade without anything but the pose moving.

Seat states. At phone size, a tucked chair and a pushed-back chair are told apart at a glance, and an occupied seat is never mistaken for either.

Zones. No chair, figure, shadow, hand or held object enters a name-card or chip zone. Name cards and chips placed at every anchor sit on the tabletop at the right scale and perspective.

Hierarchy. At phone size, with all six bosses and Calico present, Calico is the first person the eye finds.

Consistency. The three plates show the same room: wood, wallpaper, chairs, sconces, sideboard and light agree. Calico's face, hair and wardrobe agree across all four of her room-style layers and, allowing for the change of style, calico_portrait. Each boss's three layers agree with one another.

Paper. Body text and four answer choices set on kingpin_paper at the app's sizes read without effort on both close plates. Stretched to the tallest likely question, the paper keeps its corners and border intact.

Distinctness. Side by side with the Wager's table, the two rooms cannot be confused: no felt, a different table shape, different wall treatment and different light. The two games' papers cannot be confused either.

Style. ART_DIRECTION's visual QA checklist, every item recorded, for each plate. No hanging lamp. A matte table and floor. No unrequested additions.

Phone. At 390 pt width, every seat's state reads at a glance, and the quiet bands hold the header and the pot without fighting the art.

11. Open items