Scale before spectacle

The first job of the graybox is to prove distance, travel time, line of sight, attack range, and objective pressure. A dramatic landmark does not help if players cannot read where danger begins or how long rotation will take.

We are establishing the lane, Heartseal approaches, Broker routes, sanctuary areas, and limited neutral space as simple measurable forms.

Landmarks that explain the match

Tithe Court, House of Names, and Last Exchange need silhouettes that are readable without opening the minimap. Their shapes will do gameplay work first and lore work second—then the final art can unite both.

What success looks like

A successful graybox produces repeatable matches that end through intentional pressure, allows players to understand target range, and gives bots enough navigation structure to contest the Heartseals instead of wandering into another draw.