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Asset Pipeline

🎨 Overview

This document outlines the complete asset creation and integration pipeline for the game, covering art, audio, and other game assets from creation to implementation.

🎯 Pipeline Goals

Quality Standards

  • Consistent Style: All assets follow the established art style guide
  • Performance Optimized: Assets are optimized for target platforms
  • Scalable Process: Pipeline can handle varying asset volumes
  • Quality Assured: All assets go through quality review process

Efficiency Targets

  • Creation Time: [e.g., 2-4 hours per character model]
  • Review Time: [e.g., <1 hour per asset review]
  • Integration Time: [e.g., <30 minutes per asset integration]
  • Revision Cycle: [e.g., <2 revision cycles per asset]

🎨 Art Asset Pipeline

2D Assets

Concept Art

Tools: [e.g., Photoshop, Procreate, Krita] Process:

  1. Initial Sketch: [e.g., 30-minute rough concepts]
  2. Refinement: [e.g., 1-2 hour detailed concepts]
  3. Color Exploration: [e.g., 1 hour color studies]
  4. Final Presentation: [e.g., 30 minutes final polish]

Deliverables:

  • [ ] High-resolution concept images (4K+)
  • [ ] Color palette references
  • [ ] Style guide examples
  • [ ] Character/object turnarounds

UI Assets

Tools: [e.g., Figma, Adobe XD, Photoshop] Process:

  1. Wireframing: [e.g., 1 hour layout design]
  2. Visual Design: [e.g., 2-3 hours visual creation]
  3. Asset Creation: [e.g., 1-2 hours individual assets]
  4. Export Optimization: [e.g., 30 minutes export setup]

Deliverables:

  • [ ] UI mockups and prototypes
  • [ ] Individual UI elements (buttons, icons, panels)
  • [ ] Style guide documentation
  • [ ] Responsive design specifications

3D Assets

Character Models

Tools: [e.g., Maya, Blender, ZBrush] Process:

  1. Base Mesh: [e.g., 2-4 hours initial modeling]
  2. Detail Sculpting: [e.g., 4-8 hours high-poly sculpting]
  3. Retopology: [e.g., 2-4 hours low-poly creation]
  4. UV Mapping: [e.g., 1-2 hours UV layout]
  5. Texturing: [e.g., 4-6 hours texture creation]
  6. Rigging: [e.g., 2-4 hours bone setup]
  7. Animation: [e.g., 4-8 hours per animation set]

Specifications:

  • Polygon Count: [e.g., 5k-15k triangles for main characters]
  • Texture Resolution: [e.g., 1024x1024 for diffuse, 512x512 for normal maps]
  • LOD Levels: [e.g., 3 LOD levels (100%, 50%, 25%)]
  • Animation Count: [e.g., 10-20 animations per character]

Environment Models

Tools: [e.g., Maya, Blender, 3ds Max] Process:

  1. Blockout: [e.g., 1-2 hours basic shape creation]
  2. Detail Modeling: [e.g., 2-4 hours detailed geometry]
  3. UV Mapping: [e.g., 1-2 hours UV layout]
  4. Texturing: [e.g., 2-4 hours texture creation]
  5. LOD Creation: [e.g., 1-2 hours LOD generation]

Specifications:

  • Polygon Count: [e.g., 500-2k triangles for props]
  • Texture Resolution: [e.g., 512x512 for small props, 1024x1024 for large objects]
  • LOD Levels: [e.g., 3 LOD levels with distance thresholds]
  • Modular Design: [e.g., Reusable components for level building]

VFX Assets

Tools: [e.g., Houdini, Maya, After Effects] Process:

  1. Simulation Setup: [e.g., 2-4 hours particle system setup]
  2. Animation: [e.g., 2-4 hours animation creation]
  3. Rendering: [e.g., 1-2 hours render passes]
  4. Integration: [e.g., 1 hour engine integration]

Specifications:

  • Particle Count: [e.g., 100-1000 particles per effect]
  • Texture Resolution: [e.g., 256x256 for particle textures]
  • Duration: [e.g., 1-5 seconds per effect]
  • Performance: [e.g., <5ms GPU time per effect]

🔊 Audio Asset Pipeline

Music Production

Tools: [e.g., Logic Pro, Cubase, Ableton Live] Process:

  1. Composition: [e.g., 4-8 hours initial composition]
  2. Arrangement: [e.g., 2-4 hours full arrangement]
  3. Recording: [e.g., 2-4 hours live instrument recording]
  4. Mixing: [e.g., 2-4 hours audio mixing]
  5. Mastering: [e.g., 1-2 hours final mastering]

Specifications:

  • Sample Rate: [e.g., 44.1kHz, 48kHz]
  • Bit Depth: [e.g., 16-bit, 24-bit]
  • Format: [e.g., WAV, OGG, MP3]
  • Duration: [e.g., 2-5 minutes per track]
  • Dynamic Range: [e.g., -20dB to -3dB peak]

Sound Effects

Tools: [e.g., Pro Tools, Reaper, Audacity] Process:

  1. Recording: [e.g., 1-2 hours field recording]
  2. Editing: [e.g., 1-2 hours audio editing]
  3. Processing: [e.g., 30 minutes effects processing]
  4. Mastering: [e.g., 15 minutes final mastering]

Specifications:

  • Sample Rate: [e.g., 44.1kHz]
  • Bit Depth: [e.g., 16-bit]
  • Format: [e.g., WAV, OGG]
  • Duration: [e.g., 0.1-5 seconds per sound]
  • Categories: [e.g., UI, Environment, Character, Combat]

Voice Acting

Tools: [e.g., Professional recording studio] Process:

  1. Script Preparation: [e.g., 1 hour script review]
  2. Recording Session: [e.g., 2-4 hours studio recording]
  3. Editing: [e.g., 1-2 hours audio editing]
  4. Processing: [e.g., 30 minutes voice processing]

Specifications:

  • Sample Rate: [e.g., 48kHz]
  • Bit Depth: [e.g., 24-bit]
  • Format: [e.g., WAV]
  • Quality: [e.g., Professional studio quality]
  • Languages: [e.g., English, Spanish, French]

🔧 Technical Pipeline

Asset Optimization

Tools: [e.g., Unity, Unreal Engine, Custom tools] Process:

  1. Import: [e.g., Asset import to engine]
  2. Optimization: [e.g., Compression, LOD generation]
  3. Integration: [e.g., Material setup, Shader assignment]
  4. Testing: [e.g., Performance testing, Quality verification]

Optimization Targets:

  • Texture Compression: [e.g., DXT1, DXT5, BC7]
  • Model Optimization: [e.g., Polygon reduction, UV optimization]
  • Audio Compression: [e.g., Vorbis, ADPCM]
  • Memory Usage: [e.g., <2GB total asset memory]

Version Control

Tools: [e.g., Git, Perforce, Plastic SCM] Process:

  1. Asset Check-in: [e.g., Daily asset submissions]
  2. Version Management: [e.g., Semantic versioning]
  3. Conflict Resolution: [e.g., Merge conflict handling]
  4. Backup: [e.g., Automated backup systems]

Version Control Standards:

  • Naming Convention: [e.g., AssetType_Name_Version.extension]
  • Check-in Frequency: [e.g., Daily submissions]
  • Review Process: [e.g., Peer review before integration]
  • Backup Strategy: [e.g., Daily automated backups]

📋 Quality Assurance

Art Quality Checklist

  • [ ] Style Consistency: Matches established art style guide
  • [ ] Technical Quality: Meets polygon count and texture resolution targets
  • [ ] Performance: Optimized for target platforms
  • [ ] Integration: Properly integrated into game engine
  • [ ] Functionality: Works correctly in game context

Audio Quality Checklist

  • [ ] Audio Quality: Professional recording quality
  • [ ] Volume Levels: Consistent volume across all audio
  • [ ] Format Compliance: Correct file formats and specifications
  • [ ] Performance: Optimized for target platforms
  • [ ] Integration: Properly integrated into audio system

Technical Quality Checklist

  • [ ] File Formats: Correct file formats and naming
  • [ ] Optimization: Proper compression and optimization
  • [ ] Integration: Successfully integrated into game
  • [ ] Performance: Meets performance targets
  • [ ] Compatibility: Works across all target platforms

🔄 Workflow Management

Asset Creation Workflow

  1. Request: [e.g., Asset request from design team]
  2. Planning: [e.g., Asset specification and timeline]
  3. Creation: [e.g., Asset creation by artist/audio designer]
  4. Review: [e.g., Quality review by art director]
  5. Revision: [e.g., Revision based on feedback]
  6. Approval: [e.g., Final approval for integration]
  7. Integration: [e.g., Integration into game engine]
  8. Testing: [e.g., In-game testing and verification]

Review Process

Art Review:

  • Art Director: [e.g., Style and quality review]
  • Technical Artist: [e.g., Technical implementation review]
  • Game Designer: [e.g], Gameplay integration review]

Audio Review:

  • Audio Director: [e.g., Audio quality and style review]
  • Technical Audio: [e.g., Technical implementation review]
  • Game Designer: [e.g., Gameplay integration review]

Feedback Loop

  • Initial Feedback: [e.g., Within 24 hours of submission]
  • Revision Time: [e.g., 1-2 days for revisions]
  • Final Approval: [e.g], Within 3 days of initial submission]
  • Integration: [e.g], Within 1 day of approval]

📊 Performance Monitoring

Asset Performance Metrics

  • Memory Usage: [e.g., <100MB per level]
  • Load Times: [e.g., <5 seconds per level]
  • Frame Rate Impact: [e.g., <5% frame rate impact]
  • Storage Size: [e.g., <2GB total game size]

Optimization Strategies

  • Texture Streaming: [e.g., Dynamic texture loading]
  • LOD System: [e.g., Distance-based detail reduction]
  • Audio Compression: [e.g., Adaptive audio quality]
  • Asset Bundling: [e.g., Efficient asset packaging]

🛠️ Tools and Software

Art Creation Tools

  • 2D Art: [e.g., Photoshop, Procreate, Krita]
  • 3D Modeling: [e.g., Maya, Blender, 3ds Max]
  • Sculpting: [e.g., ZBrush, Mudbox]
  • Texturing: [e.g., Substance Painter, Mari]

Audio Creation Tools

  • DAW: [e.g., Logic Pro, Cubase, Ableton Live]
  • Audio Editing: [e.g., Pro Tools, Reaper, Audacity]
  • Sample Libraries: [e.g., Kontakt, Omnisphere]

Technical Tools

  • Game Engine: [e.g., Unity, Unreal Engine]
  • Version Control: [e.g., Git, Perforce, Plastic SCM]
  • Asset Management: [e.g., Custom tools, Engine asset browser]
  • Performance Profiling: [e.g., Unity Profiler, Unreal Insights]

📈 Pipeline Metrics

Efficiency Metrics

  • Asset Creation Time: [e.g., Average time per asset type]
  • Revision Cycles: [e.g., Average revisions per asset]
  • Integration Time: [e.g., Time from approval to integration]
  • Quality Rate: [e.g., Percentage of assets passing first review]

Quality Metrics

  • Style Consistency: [e.g., Percentage of assets matching style guide]
  • Technical Compliance: [e.g., Percentage of assets meeting technical specs]
  • Performance Impact: [e.g., Average performance impact per asset]
  • Bug Rate: [e.g., Percentage of assets causing issues]

This asset pipeline document should be referenced by all team members involved in asset creation and updated as the pipeline evolves.

Released under the MIT License.