The WILDCARD design system — the single place the brand is defined. It reads bottom-up: the law, then tokens (L1), which build into components (L2), which assemble into expressions (L3). Every instance is a reference, never a copy — edit a component here and it cascades to every artifact downstream.
<g id="mark">. Change LOCK_T in the script → every mark, gem and coin-face re-strikes.The flat symbol. It behaves like a UI element and a compass; never like a coin.
A mono, two-tone treatment: the top reflects the gold of the mark above it; the sides fall to shade. Read it one way and the mark is casting a shadow — read it another and it's standing on a disc. One asset, two perceptions.
The 11-sided loonie — mark struck dark into the metal, edge defined. The 2D-edge gives depth even when flat; the 3D gives true thickness, between real and game. The outer edge runs white-hot — it signals a star. It jumps on hover.
.coin definition, one --loonie token. Restyle the coin here → 2D, 3D and every motion update together.Just the north spoke, extracted — the diamond. It's the ♦ Performance motif, the corner accent, the packaging foil. One geometry, another role.
The classic 4B, restyled to the locked mark: five-by-seven, gradient edge, corner indices, tilt-and-glare, no footer. Card and coin stay separate artifacts.
The artifacts — assembled entirely from the components above. Because they reference the same definitions, a change in the library re-strikes them all.