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10. Game Art

Define the overall visual direction, art style, and asset planning to provide a unified visual baseline for long-term updates.

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10. Game Art

Define the overall visual direction, art style, and asset planning to provide a unified visual baseline for long-term updates.

10.1 Art Direction Overview

  • Style Tags: Realistic, Cartoon, Low Poly, Pixel Art, etc.
  • References & Benchmarks: Comparison with industry leaders (e.g., Genshin Impact, Tencent titles, Voodoo casual games).
  • Target Atmosphere: Relaxing, Oppressive, Epic, Cute, etc.

10.2 Concept Art

  • World Concept: Visualizing the setting and lore.
  • Key Locations: Concepts for major cities, landmarks, and biomes.
  • Character & Enemy Design: Primary cast and antagonist visualization.

10.3 Style Guides

  • Rules: Unified standards for line work, silhouette, proportion, color palette, and lighting.
  • Consistency: Ensuring 2D UI and 3D assets share a cohesive language.
  • Negative List: Explicitly forbidden styles or elements to avoid.

10.4 Characters

  • Hierarchy: Protagonists, Key NPCs, Enemies, Villagers.
  • Detail Standards: Bone counts, polygon budgets, and texture resolution per tier.
  • Skins & Costumes: Rules for the cosmetic system (critical for LiveOps and monetization).

10.5 Environments

  • Types: Cities, Wilderness, Dungeons, Special Instances.
  • Tone: Color grading and lighting mood for each area.
  • Modular Construction: Strategy for Tiles, Modules, and Prefabs.

10.6 Equipment & Props

  • Rarity Visuals: Distinguishing Common, Rare, and Legendary gear.
  • Functional vs. Cosmetic: Visual differentiation between gameplay items and decorative props.

10.7 Cutscenes

  • Format: Real-time 3D, 2D Animation, Motion Comic, Static Illustrations.
  • Specifications: Storyboarding standards, subtitle sizing, and branding placement.

10.8 UI / UX Art

  • Style: Flat, Skeuomorphic, Cartoon, Sci-Fi/Holographic.
  • Iconography: System for main icons, sizing, and shape language.
  • Motion: Button feedback, screen transitions, and loading indicators.

10.9 Technical Art Considerations

  • Shader Strategy: Uber Shaders, VFX Shaders, Character Shading models.
  • VFX Budget: Particle counts, overdraw limits, and post-processing costs.
  • Asset Standards: Naming conventions, directory structure, and reference rules.

10.10 Asset Pipeline & Naming

  • General Naming Format: Prefix_Subject_Descriptor/Channel_Variant (Avoid spaces/special chars, keep under 50 chars).
  • Prefix Examples:
    • Textures: T_ (e.g., T_hero_body_D, T_hero_body_N, T_hero_body_RMA)
    • Static Meshes: SM_ (e.g., SM_rifle_01)
    • Skeletal Meshes: SK_ (e.g., SK_hero)
    • Materials / Instances: M_ / MI_ (e.g., M_hero_skin, MI_hero_skin_01)
    • Animations: ANM_ (e.g., ANM_hero_run_01)
    • Audio: MX_ (Music), SX_ (SFX) (e.g., MX_theme_loop, SX_footstep_gravel_01)
    • Particles / VFX: PS_ (e.g., PS_explosion)
    • UI Elements: UI_ (e.g., UI_button_normal)
    • Lights: Light_ (e.g., Light_lamp_P_01)
  • Texture Channels: _D (Diffuse), _N (Normal), _R (Roughness), _AO (Ambient Occlusion), _M (Metallic), or _RMA packed.
  • Versioning: _01, _A, LOD0, v001 (Maintain two-digit versioning).
  • Folder Structure:
    • Art/Characters/Hero/{Meshes, Textures, Materials, _wip}
    • Art/Weapons/Rifle/{Models, Textures}
    • Art/Environments/{Rocks, Trees}
    • Art/UI/{Sprites, Fonts}
    • Art/FX/Particles/
    • Audio/{SFX, Music, VO}
    • _Publish/ (Final exports only, no source files)
  • Metadata Tags: JSON/XML for LOD, Platform, Usage, Author, Version, Dependencies (for search, packaging, and auditing).
  • Terminology Mapping:
    • Character (Actor), Background (Set), Prop (Object), Light (Source), VFX (Visual Effects), Sound (Score/SFX), Screen (Subtitle/HUD).
  • Implementation: Document upon project kickoff; batch rename scripts; CI/CD validation for naming and metadata.

Asset Formats

  • 3D Model (3d_model): SM/SK geometry and bone data.

  • Image (image): Single-frame textures, maps, or UI images.

  • Image Sequence (image_sequence): Frame-based image series (PNG/JPG/TGA) for animation/VFX; distinct from video containers.

  • Sprite Sheet (sprite_sheet): Combined texture atlas with index data, for UI/2D animation.

  • Video (video): Containerized media (MP4/H.264/H.265/WEBM) for cutscenes or showcases.

  • Audio (audio): BGM, SFX, VO.

  • Other: Shader, Material, Font, Prefab, Level, Particle System, UI Element.

  • Guide: image_sequence_guide.md

Format Selection & Naming Points

  • Video: Unified high-quality playback. Example: VID_Cutscene_Chapter1_v001.mp4.
  • Image Sequence: Controllable animation/VFX. Example: SEQ_GachaReveal_0001.png (4-digit padding).
  • Sprite Sheet: UI/2D Animation. Example: SPR_UI_ButtonPress_atlas_v001.png (with index file).
  • Image: Textures. Example: T_hero_body_RMA.tga (Suffix rules apply).
  • Particles / VFX: Example: PS_fire_small_loop, PS_explosion_heavy.
  • Audio: Example: MX_theme_loop.ogg, SX_footstep_gravel_01.wav, VO_hero_intro_en.mp3.

Selection Advice

  • Interactive & Controllable Camera: Prioritize 3d_model + image + fx_particle (Real-time).
  • Unified Presentation, Weak Interaction: Use video with multi-platform adaptation.
  • High Volume 2D/UI Animation: Prioritize sprite_sheet; use image_sequence for complex shots or heavy VFX.

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