Design System

Visual philosophy

The principles behind every design decision.

1. The map is the star.

On any surface that contains a map, radar scope, or tactical display, that element commands the composition. UI panels float over it, translucent or recessed, and defer to the terrain underneath.

2. Information density is a feature.

Operators read the screen. Negative space exists for focus, not for decoration. A well-packed panel is good design, not cluttered design - provided hierarchy is clear.

3. Restraint over expression.

Muted topographic color. Desaturated imagery. No decorative flourishes. Electric blue reads as data, not style - a page with three accent hits beats a page with fifteen.

4. Precision in type and spacing.

The system uses a hard grid, consistent tick sizes, and typography that trades warmth for legibility. Every measurement should look deliberate.

5. Earn authenticity from the real world.

Use real geography, real NATO symbology (MIL-STD-2525D / APP-6D), real doctrinal terminology. Never invent a stylized substitute when a standards-compliant one exists.

One surface, all five principles in play.

PROGRAM SENSITIVE GRIDWATCH SECTOR 04 · 18:47Z RESOURCES INTEL · 72 MORALE · 41 FRIENDLY BLU-1 · INF PLT BLU-2 · MECH PLT BLU-3 · RECON SQD HOSTILE HST-1 · ARMOR CO UNK-003 · UNKNOWN BLU-2 · 82% · OVERWATCH HST-1 BLU-1 SITUATION BLU-2 in overwatch - HST-1 armor advancing from SE at 32km/h. Window to engage closes in 90s. Authorization required. ENGAGE HOLD ① MAP IS THE STAR edge-to-edge terrain under translucent panels ② DENSITY IS A FEATURE two HUDs, unit list, decision prompt

The three electric-blue accents on this surface - the acquire brackets on the selected unit, the primary ENGAGE button, and the SITUATION eyebrow - are the entire brand accent budget for the frame. Every other surface element sits in navy, fog, steel, or semantic red/amber.