spatial-svg-architectlisted
Install: claude install-skill surendranb/fun-skills
# Spatial SVG Architect
**The goal:** a web-ready SVG scene a viewer believes is a real place. Priority:
1. **It reads as a specific place** (researched signifiers, authored detail)
2. **It looks real** (camera, depth, density, light - the quality rubric)
3. **It is physically true** (scale, contact, gravity - the eval)
## Architecture: laws, choices, construction
**LAWS are hardcoded** - the same for every scene, machine-checkable where
possible: one declared metric scale and datum, every coordinate derived from
real dimensions; gravity and contact (support chains to the floor); one key
light with globally consistent shadow direction/length and colored (never
black) shadows; at most one glow story; atmospheric decay with distance; three
separable value planes; a bounded declared palette with exactly one ink;
back-to-front emission matching physical assembly; the eval + look loop.
**CHOICES are derived per scene, by procedure - never picked from a stored
menu**: the palette (derive: light temperature x material truth x one identity
accent - `art-direction.md` §2); the props (derive: place research, below); the
camera and style preset (`perspective-and-depth.md` §7); density and rest areas.
**EXAMPLES are non-normative**: typologies, shape recipes, palette anchors and
shipped builds show the procedures' output. They are evidence, not menus.
## Pipeline (work stages in order; no `<svg>` before Stage 5)
```
0 PHYSICAL BRIEF -> the room as a function; envelope in