A strong overview is half refusal
The overview is a frame around the work. The frame is not the painting; it keeps the team from smearing the sky into the floor.
The Frame Theory one-pager lists three forbidden ideas: features that would sound impressive in a meeting but will collapse the schedule or create an unfair PvE foundation. 'Forbidden' is not negativity; it is a fence that saves art from being eaten by a pipeline it cannot feed.
The second column names margin: performance headroom, narrative serialization budget, and how many new verbs a year the team can teach without a tutorial tower. The mobile margin is unglamorous but concrete: a device list with honest minimums, not a footnote for marketing.
A living overview includes a difficult question section: three questions the team is afraid to answer in week six, written down in week two. Those questions are where the real production risk hides, not in the moodboard adjectives.
The Frame Theory overview ends with a public language check: if a feature cannot be explained in a single push notification without sounding predatory, it is not ready to be your daily face to the player.