
Intent Design System
Design interfaces
with intent
A narrative-first design system where meaning comes before style.
Visuals are consequences. Intent is the source of truth.
Concepts
A design system that starts with meaning
Intent Design System is not a color library. It’s a semantic contract: the UI declares what it means then visuals follow as consequences.
Intent comes first
Structure, not meaning
Tone is a consequence
Glow is presence, not decoration
Design note
The goal isn’t “pretty UI”. The goal is a UI that always knows what it’s trying to say, and says it with restraint.
Manifesto
A narrative contract between the interface and the player
Every interface speaks. Not every interface knows what it wants to say.
Most design systems begin with tokens and palettes. This one begins with . Before color appears, before glow emerges, before a button asks to be pressed: there is meaning.intent.
Prime directive
Visuals are not decisions.
They are consequences.
The system favors restraint: silence is a design tool, contrast only works if it is rare, and glow must never become background noise.
Preview
A few semantic states
This is not the package. Just a quick visual teaser to communicate the vocabulary. The actual components and resolver live in the playground.