Generative Assets · handsel · build notes

A loom is two decisions,
drawn row by row.

HANDSEL is a fictional four-shaft weaving workshop in Hoswick, Shetland. The page has one job: put the visitor at a warped teaching loom and let them weave real cloth — pick a draft, throw the shuttle, watch the drawdown accumulate honestly, mistakes included.

01Palette

Every colour is a dye that Shetland actually used. Nothing decorative was invented.

Undyed wool
#EDE6D8 — the ground everything sits on; the warp, the page.
Indigo
#27418C — vat-dyed working blue; interaction and links.
Madder
#A63A2B — root-dyed red kept scarce: eyebrows, hints, overshot floats.
Peat
#332B24 — near-black brown for text and the darkest fleece.

02Type

handsel

Fraunces (variable). The optical-size axis goes soft and wonky at display sizes — the hero sets alternating letters with WONK 1 in indigo, a nod to hand-spun irregularity. Counters and stats use it at text optical sizes.

Throw the shuttle

Karla. A plain-spoken grotesque for instructions, labels and controls — workshop signage rather than gallery captions. Wide tracking in uppercase for rail labels.

03Techniques

The loom is real in the textile sense: a draft is stored as a threading (which of four shafts carries each warp end) and a liftplan (which shafts rise on each pick). For every cell the engine asks one question — is this end's shaft in the current lift set? — and layers a warp sprite over a weft sprite or vice versa. Twill's diagonal, herringbone's chevron and Monk's Belt's floats are never drawn; they fall out of that single rule, exactly as they do on wood. Houndstooth proves the point by changing nothing at the shafts — only the colour order of warp and weft. Each committed pick also lands in a liftplan chart on the right and winds onto a cloth beam whose radius grows with your weaving.

04Iteration log

Pass 1 — Craft

Pass 2 — Depth

Pass 3 — Hardening