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PULSE · Redesign Art Book · 60 pages

PULSE Redesign — Future Update

Four complete visual directions for the same rhythm survival game. Read every page of the original artbook, with its artwork, layouts, typography and captions preserved.

Exploratory concepts — unimplemented. These designs have not been applied to PULSE. They are a visual exploration for a possible future update, with no announced release date.

100%Download PDF · 9.2 MB
Page 1 of 60

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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                                                                                                                                          02

Page 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                                                                                                                                          03

Page 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                                                                                             07

Page 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                                                                                                                19

Page 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                                                                                             20

Page 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                                                                                                              32

Page 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                                                                                             33

Page 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

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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

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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

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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

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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




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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                                                                                                             45

Page 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                                                                                             46

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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




PULSE    /   EXPLORATORY VISUAL CONCEPTS   /   UNIMPLEMENTED                                                                                                        47

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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




PULSE    /   EXPLORATORY VISUAL CONCEPTS   /   UNIMPLEMENTED                                                                                                                                       48

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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




PULSE   /   EXPLORATORY VISUAL CONCEPTS   /   UNIMPLEMENTED                                                                                                                           49

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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




PULSE    /   EXPLORATORY VISUAL CONCEPTS     /   UNIMPLEMENTED                                                                              50

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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




PULSE     /    EXPLORATORY VISUAL CONCEPTS     /   UNIMPLEMENTED                                                                                                                     51

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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




PULSE     /   EXPLORATORY VISUAL CONCEPTS      /   UNIMPLEMENTED                                                                                                         52

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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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Page 54 / 60 · Quiet Matter / screen studies

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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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Page 55 / 60 · Quiet Matter / iPad and companion surfaces

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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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Page 58 / 60 · Quiet Matter / design system

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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.




PULSE   /   EXPLORATORY VISUAL CONCEPTS   /   UNIMPLEMENTED                                                                                                                  58

Page 59 / 60 · Every surface accounted for

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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.




PULSE   /   EXPLORATORY VISUAL CONCEPTS   /   UNIMPLEMENTED                                                                                                                             59

Page 60 / 60 · Grounding and outstanding checks

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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.




PULSE   /   EXPLORATORY VISUAL CONCEPTS   /   UNIMPLEMENTED                                                                                                                              60