Design Rev 3 drew the 9 legacy classifier marks (BRUSH #E0B84A, WHIFF #E86A6A, CONNECTOR #9AB0C4, DISTRIBUTOR #7AB8D8, FASTBREAK #4AA0E8, FLEX #A08AC8, HYBRID #C88AB0, SWITCH #C0B08A, SWITCHBOARD #90A0E8). Wired each to its own Design mark + color (front lib/archetypes.js + backend archetypeService.js, color-synced). These were the 9 NO-MARK backend keys — now none are on a generic placeholder. They're classifier-side fallback renders (never user-facing archetype names, per MANIFEST). Re-imported Rev 3 package over specs/design-reference/ (83 glyph SVGs + MANIFEST regenerated from the authoritative glyphDefs(); HANDOFF Rev 3 note). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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VYNDR VISUAL SYSTEM — CODE HANDOFF
Two design components, both open directly in a browser. All styling is inline (no stylesheets to port); every value below is already in the markup.
Files
Vyndr Landing.dc.html— desktop marketing landing: hero + live board proof, TIER RECORD calibration band, feature triptych, FREE / THE DESK pricing (no trial), wire footer.assets/glyphs/— all 74 archetype marks as individual SVGs (currentColor, 24-grid) +MANIFEST.md(name → hex → file). Generated fromglyphDefs(); wire these intoarchetypes.js.exports/— rasterized share cards:settle-1080x1350.png(exact) andgrade-reveal-og.png(1080×566, same 1.9:1 ratio as 1200×630 OG).image-slot.js+.image-slots.state.json— drag-and-drop real-asset targets (player headshot, streaks rows, combat fighters) layered over monogram fallbacks; empty chrome hidden viaimage-slot::part(empty){opacity:0}. Design-time tooling, not product code.Vyndr System.dc.html— desktop terminal: components, 74 glyphs, edge board, /u profile, share cards, streaks, combat, pitcher, correlation builder, pricing, empty state, ⌘K, THE WIRE.Vyndr Mobile.dc.html— 19 mobile screens in iOS frames (shell + BOARD, GRADE REVEAL, BUILD, LOCK SCREEN/LIVE ACTIVITY, /u, LANDING, PRICING, STREAKS, LEDGER×2 + TIER RECORD, EMPTY, SCAN, PLAYER, TEAM HUB, EXPLORE, COMBAT, PITCHER, ARCHETYPES, CORRELATION DETAIL).ios-frame.jsx— device frame only; not product code.
Desktop /u profile also carries the TIER RECORD calibration strip (matches mobile screen 10 and the landing band).
Tokens (exact)
- Surfaces:
#06060Bvoid ·#0E0E14card ·#14141Eelevated · row hairline#101018· deep panel#0A0A10 - Signal green
#00D4A0— ONE meaning: edge / active / A-tier / primary CTA. Never decorative. - Amber
#FFB347caution/correlation only · Red#FF4757miss/negative only. Edge/CLV colored by sign. - Text:
#F0F0F0/#B8BCC8/#707080(+#4a4a58micro-labels). Borders#1E1E2A/#2A2A38. - Fonts: Inter (UI) · JetBrains Mono (ALL data, tabular-nums).
- Grades: A-tier green + glow (
text-shadow: 0 0 Npx rgba(0,212,160,.4-.5)) — glow A-tier ONLY. B#F0F0F0, C#B8BCC8, D/F#FF4757.
Brand
- Wordmark:
VYND+ greenR, JetBrains Mono 800, tracking .26–.32em, glitch keyframesvy-glitch(clip-path slices + red/green text-shadow split), blinking cursor block. - Logo mark: 32-grid rounded tile, "signal V" — left stroke white, right stroke
#00D4A0with dot terminal at (24,9). SVG inline in both files.
Glyph library
glyphDefs() in the desktop file's logic class: 74 marks keyed by archetype name — {c: hex, g: svg-inner-html}, 24-grid, duotone (fill-opacity .16–.2 base + 2–2.6 stroke). Colors deduped off signal-green/amber/red. Lift directly into archetypes.js. Blend display: primary chip full color + supporting chip muted (opacity .7–.85).
Behavior (all implemented in logic classes)
- Reaction primitive:
nudge(cell, up)— value updates,rx-up/rx-downbackground flash (.75s ease-out), edge recolors by sign. Fire on data events only, never idle loops. - Boot: rows stagger in (
vy-rowin, 60ms steps), hero arrives last (vy-arrive), reactions gated ~1.5s. - THE WIRE: one timestamped entry, holds ~6s (
vy-wirein), tag colored by meaning. - Parlay math: decimal product → American; same-game detection → amber warn, grade −1 tier, stake 1.0u/0.75u/0.4u.
- ⌘K palette, row-hover rationale, IntersectionObserver reveal + rail highlight — all in
Vyndr System.dc.html.
Laws
Alive = punctuated stillness (react to truth, then rest). Dense but RANKED — one bold mono hero figure among muted context; dim ranks progressively (1 / .86 / .64 / .48). One animated hero per zone. Real entities always (team-colored monograms until licensed assets drop in — headshot slots marked). No trial: free tier is the trial. Premium is produced, never claimed.
Rev 3 (Jul 16)
- Matchup lines carry inline team chips (10-12px before each abbr) — swap for licensed TeamLogo imgs at the same size (resolver built).
- 9 classifier-legacy marks added (BRUSH/WHIFF/CONNECTOR/DISTRIBUTOR/FASTBREAK/FLEX/HYBRID/SWITCH/SWITCHBOARD) — 83 total. Fallback renders, never user-facing names.