Goober Down credits, copied from CREDITS.md in the team repository. # Credits Add a row the moment you import something we didn't make. Check the licence on the page itself, on the day you download it. ## Assets and libraries | What | Author | Licence | Link | Date | Used for | |---|---|---|---|---|---| | Noora's Blender skill library (94 skills and references) | arjun988 | MIT; licence bundled | https://github.com/arjun988/blender-skills | 2026-11-13 (packaged snapshot) | Art preparation under noora/; source revision and notices in noora/CREDITS.md. | | shader-programming, game-feel, game-ui-ux | awesome-gamedev-agent-skills contributors | Apache-2.0; LICENSE and NOTICE bundled | https://github.com/gamedev-skills/awesome-gamedev-agent-skills | 2026-11-13 | Approved art/runtime-feedback/UI reference skills under noora/. | | frontend-design | Anthropic | Apache-2.0; licence bundled | https://github.com/anthropics/skills | 2026-11-13 | Landing-page and visual-interface direction reference. | | Elevator marble/plaster and alley brick/concrete/rust/plaster scans | Poly Haven authors credited in per-scene sources.json | CC0 as recorded at acquisition | https://polyhaven.com/textures | 2026-11-13 (packaged existing practice) | Pre-jam practice only; exact source URLs/authors/checksums in noora/examples/*/textures/sources.json. | | Judging, submission and schedule slide photographs | User-supplied photographs of SHIFT Game Jam presentation; slide content attributed to event organisers | Team reference; no general redistribution licence asserted | judge/sources/TRANSCRIPTION.md | 2026-11-13 | Mock-judge source evidence; original/included image hashes retained. | | Luckiest Guy font | Astigmatic | Apache-2.0; LICENSE.txt bundled | https://fonts.google.com/specimen/Luckiest+Guy | 2026-11-13 | ComicFx world words (TMP SDF), game/Assets/_Project/Art/ComicFx/Fonts/. | | Barlow Condensed Black Italic font | The Barlow Project Authors (Jeremy Tribby) | SIL Open Font License 1.1; OFL.txt bundled | https://github.com/jpt/barlow | 2026-11-14 | Room code and status text on the Create / Join board, copied from Noora's main-menu pack to game/Assets/_Project/Art/UI/PlayFlow/Fonts/. | | GeneralUser GS v2.0.3 SoundFont | S. Christian Collins | GeneralUser GS License v2.0: free use for music creation, private or commercial (read 2026-11-14) | https://github.com/mrbumpy409/GeneralUser-GS | 2026-11-14 | Instrument samples in the rendered music loops in game/Assets/_Project/Audio/Music/, and the brass and drums in the match stingers (GO, countdown, victory, defeat) in Audio/SFX/Match/, and the FINISH! stinger (brass, orchestra hit, timpani, crash) in Audio/SFX/Finisher/. The soundfont itself is not in the repo. | | FluidSynth 2.6.2 | FluidSynth contributors | LGPL-2.1 | https://github.com/FluidSynth/fluidsynth | 2026-11-14 | Tool that renders the music's MIDI through the soundfont. Not shipped in the game. | | Barlow Condensed Black Italic font | The Barlow Project Authors | SIL OFL 1.1; OFL.txt bundled | https://github.com/jpt/barlow | 2026-11-14 (copied from Noora's HUD pack, #167) | Match HUD (TMP SDF), game/Assets/_Project/Art/UI/GooberHud/Fonts/. | ## AI-generated content Goober Down six-player HUD and animated portraits: Noora-directed OpenAI image edit for the approved HUD reference (THE SLAB and LIVING removed), and Codex-assisted Blender animation on the existing team Goober rig. Seven tintable portrait clips, 96 transparent frames, editable Blender source, GIF review previews and Unity handoff in `noora/ui/goober-hud-portraits/`. Actual portrait renders are distinct from the AI HUD layout; no Higgsfield video or new external model. Barlow Condensed Black Italic is reused from the existing main-menu pack under its bundled SIL OFL. No Unity runtime acceptance is claimed. Goober wheel-roll entry, loop and exit: Noora-directed Blender animation authored with Codex assistance on the existing team rig. Editable source, actual Workbench motion preview and integration notes in `character/animations/wheel-roll/`. No new external models, textures, fonts or AI video; Unity integration remains separate. Goober Down How to Play and Pause reference screens: Noora-directed OpenAI built-in image generation, with Codex packaging and implementation notes. Static AI UI concepts in `noora/ui/goober-help-pause/`, reusing the approved team logo/character direction; not Unity captures or working character demonstrations. Existing font sources and licences remain in the main-menu pack. No new font binaries or external models included. | What | Tool | Who | Notes | |---|---|---|---| | Code written with Claude Code agents | Claude (Anthropic) | whole team | Checked and committed by a person. | | Goober HUD portraits in the game | Codex-assisted Blender (Noora's pack, #167) | Noora | Six of her seven portrait sheets copied unchanged to game/Assets/_Project/Art/UI/GooberHud/Resources/GooberHud/ for the match HUD (#166). `out` and the posters stay in noora/. | | Noora's existing island, elevator and dark-alley practice; team art workflow notes, research and packaging | Codex/OpenAI assistance; AI-assisted Blender Python, materials, animation and original ambience; AI-generated island concept target | Noora | Existing pre-jam examples, not entry production. Actual renders/videos and generated targets are identified in noora/CREDITS.md. No Higgsfield output was produced; its earlier concept request failed entitlement checks. | | Internal mock-judge instructions, source transcription and scorecard calculator | Codex/OpenAI assistance | Noora | Official weights/labels read from supplied slides; scoring anchors and rehearsal policy are ours. Calculator tests are synthetic; no game judged by this addition. | | Red Goob character and locomotion | Team-supplied Meshy shape reference, Blender and Codex assistance | Noora | Editable structured mesh, rig, walk, run, jump, and studio preview in character/. | | ComicFx particle and symbol atlases (comic-fx-particles.png, comic-fx-symbols.png) | outdesign engine with Claude and Codex assistance | Yusuf | Baked sprite sheets for the comic hit, KO, ultimate and symbol effects in game/Assets/_Project/Art/ComicFx/Resources/ComicFx/. | | Big Top circus environment reference 04, procedural surfaces, mountain backdrop, prop animation and Blender previews | Blender and Codex/OpenAI assistance; existing arjun988 Blender skill workflows | Noora | Original team-directed circus study in environment/references/circus-hall-04/. Goob scale figure reuses the team's character; no new external models, texture pack or fonts. Actual Blender renders, not game footage. Provenance and Unity handoff limits are documented in the folder. In the game as the Slab (#19): exported by tools/blender/export_map.py (Claude-written, run by Jamal's agents) to game/Assets/_Project/Art/Maps/circus-hall-04/ (FBX, baked floor texture, materials.json), built into game/Assets/_Project/Prefabs/Maps/circus-hall-04.prefab by Tools > Jam > Build Map. Noora approved the circus as the arena. | | AL RAML desert petrol station environment reference 05, procedural surfaces, wear, prop animation and Blender previews | Blender and Codex/OpenAI assistance; existing arjun988 Blender skill workflows | Noora | Original fictional station in environment/references/desert-petrol-station-05/. Reuses the team Goob scale figure. Material/layout sources are cited in its provenance; no new external model/texture pack or font binaries. Blender art reference, not integrated game footage. | | Game models: Sanctuary creatures (CRT_Small, CRT_Large), five Slab monsters (MON_Chaser, MON_Charger, MON_Heavy, MON_Elite, MON_DebtCollector), the sleeping giant (GNT_SleepingGiant), the pit hands (PIT_Hand, PIT_HandCluster) and four toy weapons (WPN_SqueakyHammer, WPN_PoolNoodle, WPN_Plunger, WPN_BoxingGloveSpring) | Blender Python written by Claude (Anthropic) agents | Noora directed and approved them; Team Matter | Built headless in Blender from scripts, flat colours, shape keys, no rigs. Sources, build scripts and renders in art/mockups/; the FBX files in game/Assets/_Project/Art/Models/ (#93). | | Goober airborne fall, landing, ground knockdown and get-up animations and preview stages | Blender and Codex/OpenAI assistance | Noora | Uses the existing team Goob rig; editable sources and four Blender-rendered previews in character/animations/fall-landing-getup/. No new external assets or audio. Unity integration remains separate. | | Goober Down main-menu art pack | Noora-directed OpenAI image generation/editing; Codex-authored simple vector accents and assembly guide | Noora; font authors credited in included OFL notices | Original approved reference plus reconstructed 2D layers; not gameplay footage. Bangers and Barlow Condensed fonts distributed under their included SIL OFL notices. See `noora/ui/goober-down-main-menu/PROVENANCE.md` and `FONTS.md`. | | Goober Down main menu in the game (game/Assets/_Project/Art/UI/MainMenu/) | Noora-directed OpenAI image generation/editing | Noora | An unchanged copy of her approved main-menu image, drawn whole as the menu. The pieces in Derived/ (idle and selected strips, panel cover, the four words as masks) are cut from that same image by an editor script written with Claude (Anthropic) assistance, so other rows can be shown selected. Concept/menu artwork, not gameplay footage and not a Blender render. No fonts are used. See `noora/ui/goober-down-main-menu/PROVENANCE.md`. | | Goober Down Let's Play and Create / Join screens in the game (game/Assets/_Project/Art/UI/PlayFlow/) | Noora-directed OpenAI image generation/editing | Noora | Unchanged copies of her approved lets-play.png and create-join-room.png, each drawn whole as its screen. The pieces in Derived/ (lifted cards and buttons, BACK lettering masks, code paper, lamp, selector arrow from the main-menu image) are cut from those same images by PlayFlowCutter, with Claude writing the cutter. | | Goober Down pre-menu double-kick intro and embedded sound | Higgsfield Seedance 2.5; Noora-directed team character/menu/arena references; FFmpeg delivery conversion | Noora | AI-generated cinematic, not gameplay footage. Approved original plus H.264/AAC delivery copy in `noora/ui/goober-down-intro/`; generation provenance and runtime integration limits in its README and media manifest. | | Underworld art set: the arena under the Big Top ring (UW_Arena), 58 models (chains, shackles, clasp, floor break, skeleton hand rig with 21 clips, climb chains and hatches, winch, cages, fire jets, hoops, swing weights, falling panels, lamps, the hellmouth furnace, ruined circus props), manifest, layout and motion spec | Blender Python written by Claude (Anthropic) agents, headless Blender 5.2 | Adnan directed; Team Matter | AI-made. Built from scripts in environment/underworld/; FBX in game/Assets/_Project/Adnan/Underworld/Models/. Flat colours taken from Noora's Big Top palette (house style); hands follow the PIT_Hand family. Shapes derive from Adnan's own workbench library designs (stylised_winch, stylised_caged_lamp, stylised_work_lamp, stylised_crate, stylised_barrel, city lift cages): rebuilt, no files copied. No external models, textures, fonts or logos. Exported and re-imported in Blender; not yet checked in Unity by the art agent. | | Underworld art set, pass two: layered backdrop (UW_BG_LakeCrust, _Wreckage, _Foundations, _Machinery, _CavernFar, _CeilingRim, _Glow, _FireFallback), UW_LakeSurface, UW_PullChain, UW_PullChain_Hot, UW_Torch, UW_CageDoor; reworked floor break, clasp, chains, fire sources, skeleton hand clips, landing zone and pads | Blender Python written by Claude (Anthropic) agents, headless Blender 5.2 | Adnan directed; Team Matter | AI-made. Built from scripts in environment/underworld/; FBX in game/Assets/_Project/Adnan/Underworld/Models/. Flat colours taken from Noora's Big Top palette (house style); hands follow the PIT_Hand family. Shapes derive from Adnan's own workbench library designs (stylised_winch, stylised_caged_lamp, stylised_work_lamp, stylised_crate, stylised_barrel, city lift cages): rebuilt, no files copied. No external models, textures, fonts or logos. Exported and re-imported in Blender; not yet checked in Unity by the art agent. | | Goober Green Room lobby, procedural limewash and Blender reference renders | Blender and Codex/OpenAI assistance; Noora direction | Noora | Approved spacious lobby in `environment/references/goober-green-room-lobby/`; static Goober references reuse team character. Poly Haven CC0 maps: grey_oak_veneer_02 (Jenelle van Heerden), dirty_carpet (Rohit Seervi), plastered_wall_02 (Charlotte Baglioni), green_metal_rust (Rob Tuytel), cracked_concrete (Dimitrios Savva); exact sources/hashes in provenance.json. Packed Bangers font retains bundled SIL OFL notice. Reference source, not Unity runtime acceptance. | | Goober Down lobby intro and embedded sound | Higgsfield Seedance 2.5; Noora-directed Blender lobby and team character references; FFmpeg delivery conversion | Noora | 14-second AI-generated cinematic, not game footage or skeletal animation. Source, H.264/AAC delivery, reference frames, script and checksums in `noora/ui/goober-lobby-intro/`. | | Lobby intro in the game: the H.264/AAC delivery copy of the lobby intro, unchanged | Noora's Higgsfield Seedance 2.5 lobby intro (row above), FFmpeg delivery conversion by Noora | Noora | Team-made. `game/Assets/StreamingAssets/Video/goober-down-lobby-intro-web-1080p.mp4`, byte for byte from `noora/ui/goober-lobby-intro/`. Played once per session over the Green Room by `LobbyIntro`, with KickIntro's SKIP label (#149). | | LOOK GOOD console prompt and lobby intro SKIP labels (E, RB, SPACE and A key caps) | Set in Bangers with a Claude-written Pillow script, in Noora's plum, cream and yellow | Yusuf | Team-made. `game/Assets/_Project/Art/Lobby/prompt-look-good-key.png`, `prompt-look-good-pad.png`, `prompt-skip-key.png` and `prompt-skip-pad.png`. Bangers is under the SIL OFL notice in `noora/ui/goober-down-main-menu/fonts/bangers/`. | | Goober Down wardrobe in the game: six hats, six outfits, the atlas textures and the catalogue (game/Assets/_Project/Art/Characters/Wardrobe/) | Noora's brighter wardrobe (row above), unchanged; the atlas material and catalogue are made by WardrobeSetup, written with Claude (Anthropic) assistance | Noora (wardrobe); Yusuf (import) | Team-made. The twelve FBX files in exports/ and the three atlas textures in textures/ are byte for byte from `character/wardrobe/`. MAT_Wardrobe_Atlas.mat and WardrobeCatalog.asset come from Tools > Jam > Wardrobe > Set Up Wardrobe. No external models or textures. | | Goober Down LOOK GOOD screen in the game (game/Assets/_Project/Art/UI/LookGood/) | Noora-directed OpenAI image generation/editing for her approved concept; the pieces are cut, drawn and rendered by editor scripts written with Claude (Anthropic) assistance | Noora (concept); Yusuf (cutting, building, card renders) | `look-good.png` is an unchanged copy of her concept in `noora/ui/goober-down-play-flow/reference/`. The pieces in Derived/ (the backdrop with the Goob, the panel contents and the podium painted out, tabs, badge, button masks, card ring, fill and strip, shadow, tick, triangle) are cut or drawn from it by LookGoodCutter. The twelve item cards and two body renders in Cards/ are rendered in Unity from Noora's wardrobe on the team Goob by WardrobeSetup. Concept artwork and renders, not gameplay footage. | | Goober Green Room lobby in the game (game/Assets/_Project/Art/Maps/goober-green-room/) | Noora's Green Room (the lobby row above), exported from Blender by `export_lobby.py`; the colour bake, materials, prefab, shader and light Goob LOD are made with Claude (Anthropic) assistance | Noora (room); Yusuf (export, bake, Unity build) | Team-made. goober-green-room.fbx, the baked maps in Textures/ and the materials are exported from her `.blend`, whose five Poly Haven CC0 map sets are credited in the lobby row above. GoobLobbyLOD.fbx is the team Goob decimated by `export_goob_lod.py`; the Goob's own files are not changed. GreenRoomBaked.shader and GreenRoomLighting.cs are ours. Any Bangers lettering baked into the textures keeps the SIL OFL notice in `environment/references/goober-green-room-lobby/licenses/Bangers-OFL.txt`. No other external assets. | | Goober Down approved play-mode, Create / Join booking-board and Look Good screen concepts | Noora-directed OpenAI image generation/editing; Codex packaging | Noora | Exact approved PNG references in `noora/ui/goober-down-play-flow/`; reuse team lobby, Goober and toy-prop references. Flattened AI concept images, not Unity UI or gameplay footage. Provenance, source hashes and interaction handoff included; no new fonts or runtime assets. | | Goob chain-climb and carry animation takes: GoobClimb.fbx (ChainGrab, ChainHang, ChainClimbUp, ChainClimbDown, ChainSlideDown, ChainJumpOff, ChainTopExit, ChainShoved, ChainShovedRecover, ChainStruggleWeighted) and GoobCarry.fbx (GrabReach, LiftOverhead, CarryIdle, CarryWalk, ThrowWindUp, ThrowRelease, DropLetGo, HeldStruggle, HeldLimp, BreakFree, ChainGrabOther, ChainYankDown, ChainCarryUp, ChainClingToClimber, ChainBothFall, ChainBothFallCling) | Blender Python written by a Claude (Anthropic) agent, headless Blender 5.2 | Adnan directed; derived from Noora's Goob rig (ARM_GoobV3); Team Matter | AI-assisted. Animation only, on the team's Goob skeleton (same bones and rest pose; the Goob model, its .blend and Art/** are not touched; character/Goob.blend is opened read-only). Sources, scripts, gates and pose strips in environment/underworld/goob_climb/; FBX and clip data in game/Assets/_Project/Adnan/Underworld/Models/Goob/. Export is a patched copy of tools/blender/export_goob.py. Start and end poses reuse the team's idle and Noora's Fall_BodyDrag first pose. No external assets, motion capture or audio. Checked by re-import in Blender; not yet played in Unity; not yet reviewed by Noora. | | Kick intro in the game: Noora's web 1080p copy of the intro video, its first frame (the gate picture), its final frame, and the CLICK TO START and SKIP labels | Noora's Higgsfield Seedance 2.5 intro (row above), her own H.264 web delivery copy, unchanged; labels set in Bangers with a Claude-written Pillow script | Noora (video and final frame); Yusuf (copy and labels) | Team-made. `game/Assets/StreamingAssets/Intro/goober-down-intro-web-1080p.mp4`, and `final-frame.png` (byte for byte from `noora/ui/goober-down-intro/`), `first-frame.png` (frame 0 of the first 720p copy, cut with FFmpeg) and the label sprites in `game/Assets/_Project/Art/UI/Intro/`. Bangers is under the SIL OFL notice in `noora/ui/goober-down-main-menu/fonts/bangers/`. Played by `KickIntro` in Boot (#128). | | Goober Down brighter wardrobe: six hats, six skinned outfits, UV atlas, body masks, Blender renders and optional equip/import helper | Noora-directed Blender Python and Codex/OpenAI assistance; AI concept used for design direction | Noora | New wearable geometry and textures fitted to the team shipping Goob, in `character/wardrobe/`. Reuses existing team character/rig and clips; no external clothing meshes, texture packs or new font binaries. Actual Blender renders; isolated Unity 6000.5 import/equip evidence, not target-game/WebGL acceptance. | | Underworld art set: the arena under the Big Top ring (UW_Arena), 58 models (chains, shackles, clasp, floor break, skeleton hand rig with 21 clips, climb chains and hatches, winch, cages, fire jets, hoops, swing weights, falling panels, lamps, the hellmouth furnace, ruined circus props), manifest, layout and motion spec | Blender Python written by Claude (Anthropic) agents, headless Blender 5.2 | Adnan directed; Team Matter | AI-made. Built from scripts in environment/underworld/; FBX in game/Assets/_Project/Adnan/Underworld/Models/. Flat colours taken from Noora's Big Top palette (house style); hands follow the PIT_Hand family. Shapes derive from Adnan's own workbench library designs (stylised_winch, stylised_caged_lamp, stylised_work_lamp, stylised_crate, stylised_barrel, city lift cages): rebuilt, no files copied. No external models, textures, fonts or logos. Exported and re-imported in Blender; in the game since #153 (the underworld replaces the Pit) by the art agent. | | Underworld art set, pass two: layered backdrop (UW_BG_LakeCrust, _Wreckage, _Foundations, _Machinery, _CavernFar, _CeilingRim, _Glow, _FireFallback), UW_LakeSurface, UW_PullChain, UW_PullChain_Hot, UW_Torch, UW_CageDoor; reworked floor break, clasp, chains, fire sources, skeleton hand clips, landing zone and pads | Blender Python written by Claude (Anthropic) agents, headless Blender 5.2 | Adnan directed; Team Matter | AI-made. Built from scripts in environment/underworld/; FBX in game/Assets/_Project/Adnan/Underworld/Models/. Flat colours taken from Noora's Big Top palette (house style); hands follow the PIT_Hand family. Shapes derive from Adnan's own workbench library designs (stylised_winch, stylised_caged_lamp, stylised_work_lamp, stylised_crate, stylised_barrel, city lift cages): rebuilt, no files copied. No external models, textures, fonts or logos. Exported and re-imported in Blender; in the game since #153 (the underworld replaces the Pit) by the art agent. | | Underworld VFX kit: ParticleEffectBuilder.cs, ParticleEffectRecipes.cs, ParticleEffectRecipes.More.cs, VfxTexturePack.cs, VfxInstance.cs, VfxPlayer.cs, EffectLibrary.cs, LightFlicker.cs, FlipbookAnimator.cs, TracerEmitter.cs, EvidenceStill.cs, the particle shader (renamed Underworld_VfxParticle, a falloff added) and the textures it uses (fire_loop_4x4, glow, smoke_puffs_2x2, dot_hard, spark_streak, noise_fbm, noise_worley, ramp_explosion) | Adnan's own workbench game-vfx templates and vfx_pack.py, written with Claude (Anthropic) agents | Adnan | Copied from Adnan's local workbench (no public link), 2026-11-14. The underworld's dust, sparks, fire and lava effects (#134). Copied into game/Assets/_Project/Adnan/Underworld/Vfx/, namespace Matter.Jam.Underworld.Vfx; the other 24 pack textures were removed as unused. Procedurally generated textures, no external images. | | Music: menu (Blub Choir), lobby (Jelly Bossa, Music Box Waltz), Big Top (After-Hours Tiptoe) and underground (Ghost Choir, Tiptoe of the Dead) loops | Python scripts written with Claude Code (Claude Opus and Claude Fable, Anthropic); instruments from GeneralUser GS via FluidSynth | Salman directed and picked them; Noora picked the Big Top track | Notes, the synthesised blob voices, the broken-signal effect and the mix are all generated by the scripts in art/music/scripts/. See art/music/README.md. | | Sound effects: Goob body, combat, match flow, UI, the underworld (drag-down, chain climb, sleeping giant), the wrecking ball, the plunger, the finisher and the LOOK GOOD screen (placeholders) in game/Assets/_Project/Audio/SFX/ and UI/ | Python scripts written with Claude Code (Claude Opus, Anthropic); the match and FINISH! stingers' brass and drums from GeneralUser GS via FluidSynth | Salman directed and reviewed them (art/sfx/README.md says which are final and which are still placeholders); the team supplied the capture clips and cue timings | Every sound is synthesised by the scripts in art/sfx/scripts/ (no recorded samples). See art/sfx/README.md. | | Match intro in the game: the Goobs' roll-out from the portal and the 3, 2, 1, GO! countdown | Noora's wheel roll clips (`Art/Characters/Goob/Clips/AN_Goob_Roll_*.fbx`, #178) played along a path by a Claude-written script; the countdown reuses the ComicFx word font and the match count sounds already credited | Noora (roll animation); Yusuf (intro) | Team-made. Played by `MatchIntro` and `MatchCountdown` (#178). | ## Approved art handoff: Hamdaniya, climbing and results (14 November 2026) | What | Source / method | Direction | Notes | |---|---|---|---| | Goober Hamdaniya hat and cotton texture | Original Blender geometry and procedural texture, Codex/OpenAI assistance | Noora | `character/wardrobe/hamdaniya/`; fitted to existing team Goober. Fold/style study: https://baytalghutar.com/products/hamdaniya-ghutra and https://stg.thezay.org/product/headdress-uaezi2018-500469-uae/. No source photos redistributed or used as textures. Blender renders and FBX inspection; no Unity acceptance claimed. | | Goober rope/ladder Enter, Loop and Exit animations | Original authored/baked motion in Blender, Codex/OpenAI assistance | Noora | `character/animations/climbing/`; existing team rig. Movement references linked in README; no downloaded mocap. Six animation-only exports, source and Blender previews. Release clips are not ledge mantles. | | Goober Down Game Over screen concept | OpenAI image generation; existing approved pause/cosmetics references | Noora | `noora/ui/goober-results/`; exact approved flattened concept and prompt. Illustrative results data, not gameplay footage or implemented UI. No new font binaries. | | Goober Down Sound settings reference | OpenAI image generation; existing team Pause-menu reference, logo and Goober identity | Noora direction; Codex packaging | Proposed concept in `noora/ui/goober-sound-settings/`, not a Unity screenshot or implemented screen. Includes prompt, hashes and audio/UI handoff. No new font or external asset binaries. |