Page 1 / 60 · PULSE Redesign Art Book

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D-CSIL / PAUL DERRINGTON, JR. / OCTOBER 2026
PULSE Redesign Art Book
Four complete visual directions for the same rhythm survival game
Signal Lab Afterimage Kinetic Press Quiet Matter
Original game conceived, designed and developed by Paul Derrington, Jr. for D-CSIL. © 2026 D-CSIL.
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 01
Page 2 / 60 · How to read this book

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THE BRIEF AND THE EVIDENCE
How to read this book
Four art directions. One intact game.
SOURCE SET
This is a comparative visual exploration of PULSE across its real iPhone and portrait iPad
surfaces. The pictures are redesigned concepts. They have not been applied to the 82
game, and no application code, build or release has been changed. inspected images and stills
The PDF is a curated comparison of distinct screens and workflows. Every complete variant,
long-scroll guide and editable layout is in the indexed image/source package. Compare whole
28
surface and state rows
families: material, typography, spacing and emotional tone change together; the mechanics
do not.
35
Reference-grounded The original screen or related state was captured and inspected. A redesigned image is still a concept, never an source-evidence files
original screenshot.
Source-derived Current UI source establishes the screen or variant, but the supplied set has no exact current screenshot.
These gaps remain visible in the captions and coverage matrix. Historical fixtures, automated gameplay,
resized captures and synthetic preview
rankings are identified. Numerical values
Platform retained Apple-owned sharing, keyboard, authentication and friends interfaces retain platform conventions. No in concept screens are illustrative.
successful sign-in or online player data is invented.
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 02Page 3 / 60 · The mechanics stay intact

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IMMUTABLE DESIGN CONTRACT
The mechanics stay intact
01 One timing target 05 Risk and run phases
Tap anywhere when the contracting ring reaches the fixed outer target. The center Preserve stability, strict FLATLINE failure, count-in, double/offbeat/ghost patterns,
and jewels are not tap targets. The pause control remains the exception. tension, charge, Euphoria, recovery, pause, ending and replay dwell.
02 Same musical identity 06 All routes and controls
Six hexadecimal characters identify a replay seed. Procedural music, patterns, Keep all six home routes, complete guide copy, mixer and calibration, seed
adaptive tempo and the six genre families stay intact. No track picker or ASCENT validation, replay staging, share choices, achievements and platform handoffs. No
activation is proposed. feature is removed or disabled.
03 Exact judgment and score 07 Truthful data and platforms
Base windows remain ±15 / 35 / 60 / 95 / 130 ms. Preserve difficulty scaling, per-route Local history stays distinct from difficulty-specific online rankings. Challenge scores
calibration, raw-mode 1.15× premium, streak and Euphoria multipliers, and zero are player-supplied. Apple share/auth/friends UI stays system-owned. Illustrative art
score subtraction on misses. data is not a real ranking or achievement.
04 Seven layers and seven jewels 08 Registered portrait tablet play
Musical layers open at their existing combo milestones. Trophy jewels are earned iPad remains portrait. Scale the entire gameplay assembly together, retain a single
every ten peak-combo hits and remain earned through misses. These two state input mechanic, center menu content, and preserve native keyboard and popover
systems remain distinct. behavior.
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 03Page 4 / 60 · The starting point

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GENUINE PULSE REFERENCE SCREENS
The starting point
R001 / Home R075 / Gameplay R002 / Difficulty R003 / Visuals R052 / Sound R080 / iPad result
Current six-control layout Current capture; DEBUG bot Five available modes Spectrum selected Older slider settings Actual local run; score 240
These are original supplied captures, not redesign concepts. Source truth comes from the current UI inventory and source evidence where historical screenshots differ. Resized artwork,
preview fixtures, automated play and missing states are identified rather than presented as fresh human gameplay.
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 04
Page 5 / 60 · One mechanic, four visual identities

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COMPARE THE SAME WORKFLOW ACROSS ALL FOUR DIRECTIONS
One mechanic, four visual identities
Signal Lab Afterimage Kinetic Press Quiet Matter
Gameplay / Spectrum Gameplay · Spectrum high combo Gameplay / play / standard Gameplay / spectrum
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 05
Page 6 / 60 · Sound and controls in comparison

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COMPARE THE SAME WORKFLOW ACROSS ALL FOUR DIRECTIONS
Sound and controls in comparison
Signal Lab Afterimage Kinetic Press Quiet Matter
Sound / TRANCE Sound · instrument and full mixer upper viewport Sound / mixer / TRANCE Sound / upper viewport
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 06
Page 7 / 60 · Signal Lab

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THE PRECISION INSTRUMENT
Signal Lab
PULSE as a beautifully calibrated
electronic instrument. Machined
geometry, clear registration and warm
signal color give timing a physical
precision.
01 A disciplined control panel brings Sound, scores and timing into one visual
language.
02 Orange marks action and the true timing edge. Graphite type stays quiet
around the play field.
03 The seven-jewel reactor remains the hero, with a materially richer dial and
coherent engraved details.
VISUAL DIRECTION / COMPLETE FAMILY
All following screens are exploratory and unimplemented. Image-generated concept art is paired
with editable, precisely labeled layout studies.
MATERIAL TARGET / PRECISE EDITABLE SCREENS FOLLOW
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 07Page 8 / 60 · Signal Lab / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Signal Lab / screen studies
Boot Home Pending seed challenge Coached timing / hit 1
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
R040, R045 R001, HomeMenuOverlay.swift R059, SeedChallengeStore.swift R037, TutorialCoachNode.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 08
Page 9 / 60 · Signal Lab / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Signal Lab / screen studies
Self-playing demo / low Count-in / 4 Gameplay / Spectrum Drop / EUPHORIA
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
R070, GameScene.swift R071, R074 R075, R026 R031, R032, GameScene.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 09
Page 10 / 60 · Signal Lab / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Signal Lab / screen studies
Pause Results / ordinary High Scores / all High Scores / best
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
GameScene.swift R080, R044, NudgeAdvisor.swift, GameScene.swift R078, HighScoresView.swift R078, HighScoresView.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 10
Page 11 / 60 · Signal Lab / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Signal Lab / screen studies
High Scores / empty Seed entry / invalid Seed entry / valid Share actions
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
R078, HighScoresView.swift HighScoresView.swift HighScoresView.swift R079, HighScoresView.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 11
Page 12 / 60 · Signal Lab / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Signal Lab / screen studies
Difficulty / PULSE Visuals / SPECTRUM Sound / TRANCE Calibration / assist off
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
R002, Difficulty.swift R003, DifficultyView.swift R052, R053, AudioSettingsView.swift AudioSettingsView.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 12
Page 13 / 60 · Signal Lab / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Signal Lab / screen studies
Calibration / SPEAKER / manual How to Play / THE TAP How to Play / PATTERN TWIST How to Play / REACTOR STABILITY
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
AudioSettingsView.swift, AudioSettings.swift HowToPlayView.swift HowToPlayView.swift HowToPlayView.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 13
Page 14 / 60 · Signal Lab / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Signal Lab / screen studies
How to Play / THE REWARD IS THE MUSIC Ranks / local Ranks / signed-out Achievements / lower
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
HowToPlayView.swift LeaderboardView.swift, R054 LeaderboardView.swift, R054 AchievementsView.swift, GameCenterAchievementService.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 14
Page 15 / 60 · Signal Lab / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Signal Lab / screen studies
Achievements / upper Companion web challenge
SOURCE-DERIVED STATE SOURCE-DERIVED STATE
AchievementsView.swift, GameCenterAchievementService.swift R076, R077
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 15
Page 16 / 60 · Signal Lab / iPad and companion surfaces

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Signal Lab / iPad and companion surfaces
Exported score card iPad portrait / Home
SOURCE-DERIVED STATE SOURCE-DERIVED STATE
R069, R051, SeedChallengeShareCard.swift R013, DesignTokens.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 16
Page 17 / 60 · Signal Lab / iPad and companion surfaces

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Signal Lab / iPad and companion surfaces
iPad portrait / Gameplay iPad portrait / Results
SOURCE-DERIVED STATE SOURCE-DERIVED STATE
R046, R049, DesignTokens.swift R080, DesignTokens.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 17
Page 18 / 60 · Signal Lab / iPad and companion surfaces

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Signal Lab / iPad and companion surfaces
iPad portrait / Difficulty iPad portrait / Share popover
SOURCE-DERIVED STATE SOURCE-DERIVED STATE
R005, MenuScaffold.swift R081, R082, HighScoresView.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 18
Page 19 / 60 · Signal Lab / design system

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MATERIAL, MOTION AND ACCESS
Signal Lab / design system
Motion behavior Palette and typography
Use clean mechanical settling and restrained indicator travel.
Decorative ticks must never lead or trail the judged timing edge.
#EEE9DF #262826 #646761 #B93E1D
ivory graphite secondary signal_orange
Accessibility intent
#F8F4EA #C6C4B9 #AD831F
Keep orange and graphite contrast explicit; pair states with text, marks paper hairline stability_gold
and changes in fill. Do not communicate earned jewels by color alone.
ui: Liberation Sans, technical: Liberation Mono, weights: [400, 700], bundled: true
Before implementation
Validate contrast, Dynamic Type, VoiceOver labels, hit regions and reduced-motion
behavior on physical devices. This art book establishes visual intent; it does not Direction-specific editable SVGs, generation prompts, full-resolution artwork and
certify an implemented accessibility result. rendering sources are included in the companion package. Raster illustration and
editable UI layers are identified separately.
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 19Page 20 / 60 · Afterimage

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A PERFORMANCE MADE OF LIGHT
Afterimage
PULSE becomes an immersive light
performance. Spectral glass, deep
negative space and controlled luminance
make the musical reactor feel alive.
01 The reactor receives visual depth while menus stay spacious and
typographic.
02 Luminous color carries expression. Text and controls remain on calm,
readable planes.
03 Afterimage is the closest evolutionary path from the original, with a more
deliberate hierarchy and material finish.
VISUAL DIRECTION / COMPLETE FAMILY
All following screens are exploratory and unimplemented. Image-generated concept art is paired
with editable, precisely labeled layout studies.
MATERIAL TARGET / PRECISE EDITABLE SCREENS FOLLOW
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 20Page 21 / 60 · Afterimage / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Afterimage / screen studies
Boot · wordmark registration Home · spectral idle Home · seed staged for next run First-run timing lesson
REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT SOURCE-DERIVED STATE SOURCE-DERIVED STATE
R040, R045 R001, HomeMenuOverlay.swift R059, SeedChallengeStore.swift R075, R031, GameScene.swift, TutorialCoachNode.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 21
Page 22 / 60 · Afterimage / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Afterimage / screen studies
Self-playing demo · low combo Opening count-in · 4 Gameplay · Spectrum high combo Drop · Perfect Euphoria
SOURCE-DERIVED STATE REFERENCE-GROUNDED CONCEPT SOURCE-DERIVED STATE SOURCE-DERIVED STATE
R070, GameScene.swift R071, R074 R075, R031, GameScene.swift, TutorialCoachNode.swift R075, R031, GameScene.swift, TutorialCoachNode.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 22
Page 23 / 60 · Afterimage / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Afterimage / screen studies
Pause · same run resumes Results · normal Difficulty · PULSE selected Visuals · SPECTRUM selected
SOURCE-DERIVED STATE SOURCE-DERIVED STATE REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT
GameScene.swift R080, GameScene.swift, NudgeAdvisor.swift R002, DifficultyView.swift R003, DifficultyView.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 23
Page 24 / 60 · Afterimage / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Afterimage / screen studies
High Scores · empty High Scores · All Runs High Scores · Best By Seed High Scores · share action menu
REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT SOURCE-DERIVED STATE REFERENCE-GROUNDED CONCEPT
R019, R065 R078, HighScoresView.swift HighScoresView.swift R079, HighScoresView.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 24
Page 25 / 60 · Afterimage / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Afterimage / screen studies
Seed entry · invalid disabled / native Seed entry · valid enabled / native keyboard Sound · instrument and full mixer upper Sound · calibration manual
keyboard context context viewport SOURCE-DERIVED STATE
SOURCE-DERIVED STATE SOURCE-DERIVED STATE REFERENCE-GROUNDED CONCEPT AudioSettingsView.swift, AudioSettings.swift
HighScoresView.swift HighScoresView.swift R052, R053, AudioSettingsView.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 25
Page 26 / 60 · Afterimage / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Afterimage / screen studies
Sound · calibration off Ranks · local-populated Ranks · signed-out Achievements · catalog viewport 1
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
AudioSettingsView.swift, AudioSettings.swift LeaderboardView.swift, R054 LeaderboardView.swift, R054 AchievementsView.swift, GameCenterAchievementService.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 26
Page 27 / 60 · Afterimage / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Afterimage / screen studies
Achievements · catalog viewport 2 How to Play · viewport 1 How to Play · viewport 5 How to Play · viewport 9
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
AchievementsView.swift, GameCenterAchievementService.swift HowToPlayView.swift HowToPlayView.swift HowToPlayView.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 27
Page 28 / 60 · Afterimage / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Afterimage / screen studies
How to Play · viewport 12 Companion challenge page
SOURCE-DERIVED STATE SOURCE-DERIVED STATE
HowToPlayView.swift R076, R077, SeedChallengeStore.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 28
Page 29 / 60 · Afterimage / iPad and companion surfaces

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Afterimage / iPad and companion surfaces
Exported square score card iPad portrait · independently composed Home
SOURCE-DERIVED STATE REFERENCE-GROUNDED CONCEPT
R069, R051, SeedChallengeShareCard.swift R013, R047, HomeMenuOverlay.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 29
Page 30 / 60 · Afterimage / iPad and companion surfaces

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Afterimage / iPad and companion surfaces
iPad portrait · gameplay registered unit iPad portrait · results and retained navigation
REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT
R075, R049, DesignTokens.swift R080, GameScene.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 30
Page 31 / 60 · Afterimage / iPad and companion surfaces

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Afterimage / iPad and companion surfaces
iPad portrait · menu with capped content column iPad portrait · anchored share action popover
REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT
R005, DifficultyView.swift R081, R082, HighScoresView.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 31
Page 32 / 60 · Afterimage / design system

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MATERIAL, MOTION AND ACCESS
Afterimage / design system
Motion behavior Palette and typography
Let background light breathe slowly; keep it subordinate to ring arrival.
Reduce Motion should remove ambient drift and long trails while
retaining essential timing motion.
#100d1b #f7f3ff #c7bdd4 #9387a2
ink foreground secondary tertiary
Accessibility intent
#dcb7ff #abedfa #ffd19f
Bound bloom outside text and the target edge. Retain crisp solid ring violet ice stability
strokes and non-color selection indicators in every lighting state.
display: Nimbus Sans Regular, body: Nimbus Sans Regular, numerals: Nimbus Sans
Regular
Before implementation
Validate contrast, Dynamic Type, VoiceOver labels, hit regions and reduced-motion
behavior on physical devices. This art book establishes visual intent; it does not Direction-specific editable SVGs, generation prompts, full-resolution artwork and
certify an implemented accessibility result. rendering sources are included in the companion package. Raster illustration and
editable UI layers are identified separately.
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 32Page 33 / 60 · Kinetic Press

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A PLAYABLE MUSIC POSTER
Kinetic Press
PULSE takes on the force of a
contemporary music poster. Oversized
type, vermilion ink, hard geometry and
tactile print texture give it a bold editorial
personality.
01 Typographic scale creates hierarchy before containers do.
02 Strong alignment and compact labels support fast scanning in scores,
settings and the guide.
03 The material language is graphic rather than atmospheric, making this the
most visibly divergent direction.
VISUAL DIRECTION / COMPLETE FAMILY
All following screens are exploratory and unimplemented. Image-generated concept art is paired
with editable, precisely labeled layout studies.
MATERIAL TARGET / PRECISE EDITABLE SCREENS FOLLOW
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 33Page 34 / 60 · Kinetic Press / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Kinetic Press / screen studies
Boot / optical wordmark Home / idle Home / pending seed Gameplay / tutorial / standard
REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT SOURCE-DERIVED STATE
R040, BootScene.swift R001, HomeMenuOverlay.swift R001, HomeMenuOverlay.swift R034, R035, TutorialCoachNode.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 34
Page 35 / 60 · Kinetic Press / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Kinetic Press / screen studies
Gameplay / demo / standard Gameplay / count / standard Gameplay / play / standard Gameplay / euphoria / standard
SOURCE-DERIVED STATE SOURCE-DERIVED STATE REFERENCE-GROUNDED CONCEPT SOURCE-DERIVED STATE
R070, GameScene.swift R071, R074 R075, R026, GameScene.swift R075, R026, GameScene.swift, R031, R032
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 35
Page 36 / 60 · Kinetic Press / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Kinetic Press / screen studies
Pause / same run resumes Results / ordinary Difficulty / PULSE Visuals / Spectrum
SOURCE-DERIVED STATE SOURCE-DERIVED STATE REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT
GameScene.swift R044, R080, GameScene.swift R002, DifficultyView.swift R003, DifficultyView.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 36
Page 37 / 60 · Kinetic Press / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Kinetic Press / screen studies
High Scores / empty High Scores / All Runs High Scores / Best By Seed High Scores / share actions
REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT
R019, HighScoresView.swift R078, R079, HighScoresView.swift R078, R079, HighScoresView.swift R078, R079, HighScoresView.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 37
Page 38 / 60 · Kinetic Press / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Kinetic Press / screen studies
Seed entry / incomplete disabled Seed entry / valid Sound / mixer / TRANCE Sound / calibration / SPEAKER / manual
SOURCE-DERIVED STATE SOURCE-DERIVED STATE REFERENCE-GROUNDED CONCEPT SOURCE-DERIVED STATE
HighScoresView.swift HighScoresView.swift R052, AudioSettingsView.swift AudioSettingsView.swift, AudioSettings.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 38
Page 39 / 60 · Kinetic Press / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Kinetic Press / screen studies
Sound / calibration / SPEAKER / off How to Play / scroll viewport 1 How to Play / scroll viewport 4 How to Play / scroll viewport 7
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
AudioSettingsView.swift, AudioSettings.swift HowToPlayView.swift HowToPlayView.swift HowToPlayView.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 39
Page 40 / 60 · Kinetic Press / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Kinetic Press / screen studies
How to Play / scroll viewport 10 Ranks / local Ranks / signed-out Achievements / scroll 1
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
HowToPlayView.swift LeaderboardView.swift, R054 LeaderboardView.swift, R054 AchievementsView.swift, GameCenterAchievementService.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 40
Page 41 / 60 · Kinetic Press / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Kinetic Press / screen studies
Achievements / scroll 2 Companion web challenge
SOURCE-DERIVED STATE SOURCE-DERIVED STATE
AchievementsView.swift, GameCenterAchievementService.swift R076, R077, SeedChallengeStore.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 41
Page 42 / 60 · Kinetic Press / iPad and companion surfaces

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Kinetic Press / iPad and companion surfaces
Exported score card iPad portrait / independent home
SOURCE-DERIVED STATE REFERENCE-GROUNDED CONCEPT
R051, R069, SeedChallengeShareCard.swift R013, DesignTokens.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 42
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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Kinetic Press / iPad and companion surfaces
iPad portrait / registered gameplay iPad portrait / result summary
REFERENCE-GROUNDED CONCEPT SOURCE-DERIVED STATE
R046, R049, DesignTokens.swift R080, R050, DesignTokens.swift
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 43
Page 44 / 60 · Kinetic Press / iPad and companion surfaces

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Kinetic Press / iPad and companion surfaces
iPad portrait / independent menu iPad portrait / anchored share menu
REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT
R005, MenuScaffold.swift R081, R082
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 44
Page 45 / 60 · Kinetic Press / design system

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MATERIAL, MOTION AND ACCESS
Kinetic Press / design system
Motion behavior Palette and typography
Use short graphic cuts and rhythmic scale changes on non-gameplay
surfaces. Keep the judged target fixed and avoid jitter in the active play
field.
#EEE6D4 #171713 #C42D18 #C98D32
paper ink vermilion ochre
Accessibility intent
#635E52 #BCB3A0
Keep grain out of small text and timing boundaries. Black-on-paper secondaryText divider
contrast supports readability; preserve generous control hit regions
despite compact typography.
display: Nimbus Sans Narrow Bold, body: Nimbus Sans, numerals: Nimbus Sans
Narrow Bold
Before implementation
Validate contrast, Dynamic Type, VoiceOver labels, hit regions and reduced-motion
behavior on physical devices. This art book establishes visual intent; it does not Direction-specific editable SVGs, generation prompts, full-resolution artwork and
certify an implemented accessibility result. rendering sources are included in the companion package. Raster illustration and
editable UI layers are identified separately.
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 45Page 46 / 60 · Quiet Matter

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RHYTHM WITH TANGIBLE CALM
Quiet Matter
PULSE is reimagined as a tactile object in
ceramic and glass. Mineral color,
directional light and soft geometry lend
the same demanding timing game a
calmer visual identity.
01 Material depth gives the reactor weight without adding mechanical
complexity.
02 Softened controls and generous spacing create a quieter route into the
game.
03 The contrast between calm presentation and precise rhythm makes this a
distinct tonal alternative.
VISUAL DIRECTION / COMPLETE FAMILY
All following screens are exploratory and unimplemented. Image-generated concept art is paired
with editable, precisely labeled layout studies.
MATERIAL TARGET / PRECISE EDITABLE SCREENS FOLLOW
PULSE / EXPLORATORY VISUAL CONCEPTS / UNIMPLEMENTED 46Page 47 / 60 · Quiet Matter / screen studies

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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Quiet Matter / screen studies
Boot / launch Home / idle Pending next seed First-run timing-1
REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT SOURCE-DERIVED STATE SOURCE-DERIVED STATE
R040, BootScene.swift R001, HomeMenuOverlay.swift R059, SeedChallengeStore.swift R038, R037, TutorialCoachNode.swift
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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Quiet Matter / screen studies
Self-playing demo / combo 8 Opening count-in 4 Gameplay / euphoria-perfect Gameplay / spectrum
SOURCE-DERIVED STATE REFERENCE-GROUNDED CONCEPT SOURCE-DERIVED STATE SOURCE-DERIVED STATE
R070, GameScene.swift R071, R074, GameScene.swift R075, R026, RunController.swift, GameScene.swift R075, R026, RunController.swift, GameScene.swift
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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Quiet Matter / screen studies
Pause overlay Results / ordinary Seeds & Scores / all Seeds & Scores / best
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
GameScene.swift R080, R007, NudgeAdvisor.swift, GameScene.swift R078, R082, HighScoresView.swift R078, R082, HighScoresView.swift
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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Quiet Matter / screen studies
Seeds & Scores / empty Seed entry / invalid Seed entry / valid Share actions
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
R078, R082, HighScoresView.swift HighScoresView.swift HighScoresView.swift R079, HighScoresView.swift
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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Quiet Matter / screen studies
Difficulty / PULSE Visuals / SPECTRUM Sound / upper viewport Calibration / SPEAKER / manual
REFERENCE-GROUNDED CONCEPT SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
R002, DifficultyView.swift R003, DifficultyView.swift AudioSettingsView.swift, R052, R053 AudioSettingsView.swift, AudioSettings.swift
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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Quiet Matter / screen studies
Calibration / SPEAKER / off How to Play / scroll viewport 1 How to Play / scroll viewport 4 How to Play / scroll viewport 8
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
AudioSettingsView.swift, AudioSettings.swift HowToPlayView.swift HowToPlayView.swift HowToPlayView.swift
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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Quiet Matter / screen studies
How to Play / scroll viewport 11 Ranks / local-populated Ranks / signed-out Achievements / signed out
SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE SOURCE-DERIVED STATE
HowToPlayView.swift LeaderboardView.swift, R054 LeaderboardView.swift, R054 AchievementsView.swift, GameCenterAchievementService.swift
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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Quiet Matter / screen studies
Companion web challenge
SOURCE-DERIVED STATE
R076, R077, SeedChallengeStore.swift
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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Quiet Matter / iPad and companion surfaces
Exported square card iPad portrait / home
SOURCE-DERIVED STATE REFERENCE-GROUNDED CONCEPT
R051, R069, SeedChallengeShareCard.swift R013, DesignTokens.swift
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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Quiet Matter / iPad and companion surfaces
iPad portrait / gameplay iPad portrait / results
REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT
R049, DesignTokens.swift R080, DesignTokens.swift
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CURATED SCREENS / COMPLETE VARIANT SET IN THE SOURCE PACKAGE
Quiet Matter / iPad and companion surfaces
iPad portrait / difficulty iPad portrait / anchored share menu
REFERENCE-GROUNDED CONCEPT REFERENCE-GROUNDED CONCEPT
R005, MenuScaffold.swift R081, R073, HighScoresView.swift
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MATERIAL, MOTION AND ACCESS
Quiet Matter / design system
Motion behavior Palette and typography
Use subtle material response and short settling transitions. Never
animate shadows into a false target or soften the essential edge at the
moment of judgment.
#F1EFE6 #173F42 #5A715C #526562
alabaster petrol moss secondary
Accessibility intent
#907141 #FAF9F2 #CCD3C7 #975744
Reserve dark mineral tones for small text and controls. Keep tactile gold_stability surface divider warning
depth supplementary to clear labels, focus, selected states and crisp
timing geometry.
family: Noto Sans, weights: [400, 700], body_pt: 15, page_title_pt: 23, score_pt: 48,
secondary_pt: 12, minimum_control_target_pt: 44
Before implementation
Validate contrast, Dynamic Type, VoiceOver labels, hit regions and reduced-motion
behavior on physical devices. This art book establishes visual intent; it does not Direction-specific editable SVGs, generation prompts, full-resolution artwork and
certify an implemented accessibility result. rendering sources are included in the companion package. Raster illustration and
editable UI layers are identified separately.
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COMPLETENESS MATRIX
Every surface accounted for
The matrix maps each inventory row to the corresponding concept image or explicit retained-platform documentation. Detailed filenames, variants and evidence are in the
accompanying CSV and JSON manifest.
SURFACE OR STATE SIGNAL LAB AFTERIMAGE KINETIC PRESS QUIET MATTER
Boot and launch Covered Covered Covered Covered
Home and idle Covered Covered Covered Covered
First-run prompt Covered Covered Covered Covered
Timing tutorial Covered Covered Covered Covered
Self-playing demo Covered Covered Covered Covered
Opening count-in Covered Covered Covered Covered
Active play and patterns Covered Covered Covered Covered
Drop and reward Covered Covered Covered Covered
Pause and resume Covered Covered Covered Covered
Results and variants Covered Covered Covered Covered
Empty score history Covered Covered Covered Covered
All Runs Covered Covered Covered Covered
Best By Seed Covered Covered Covered Covered
Seed entry and validation Covered Covered Covered Covered
Pending challenge seed Covered Covered Covered Covered
Share action menu Covered Covered Covered Covered
Native share handoff Documented Documented Documented Documented
Square score card Covered Covered Covered Covered
Five difficulty choices Covered Covered Covered Covered
Original and Spectrum Covered Covered Covered Covered
Sound and all five sliders Covered Covered Covered Covered
Calibration and assist states Covered Covered Covered Covered
Complete How to Play guide Covered Covered Covered Covered
Ranks and service states Covered Covered Covered Covered
Achievement catalog Covered Covered Covered Covered
Native Game Center handoff Documented Documented Documented Documented
Companion challenge page Covered Covered Covered Covered
Developer-only Music Lab Documented Documented Documented Documented
“Documented” means the system-owned or developer-only surface is explicitly retained and described, rather than replaced by a made-up consumer screen.
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EVIDENCE AND LIMITS
Grounding and outstanding checks
Captured reference anchors
R001 home; R003 Visuals; R075 current automated gameplay; R070 demo; R071/R074 count-in; R078/R082 actual local score lists; R079/R081 share menus; R072/R073 native share
sheets; R080 iPad result. Older source fixtures are used only as documented layout evidence.
Source-derived state gaps
No exact current still was supplied for pause, seed-entry validation and keyboard, Best By Seed, calibration variants, current Game Center service states, Achievements or native Game
Center dialogs. Lower guide sections and full drop/pattern sequences are partly source-derived.
Device grounding
Original iPhone captures include 1206×2622. Native current iPad captures are 2064×2752. Tablet compositions in this book are separate portrait studies, not widened phone
screenshots. Physical-device interaction and rotation have not been tested by the art-book production.
Illustrative performance and rankings
Concept score, seed, combo and achievement values are illustrative layout data. Automated gameplay and historical fixtures do not establish a human performance. Placeholder online
states do not assert any real player, ranking or authentication result.
Project ownership and execution boundary
PULSE was conceived, designed and developed by Paul Derrington, Jr. for D-CSIL. © 2026 D-CSIL. The reference package was assembled read-only on October 7, 2026. The redesign work
created separate art files only. No feature removal, application implementation, build, App Store change or release is part of this deliverable.
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