--- title: "Asset Pipeline Index" description: "Master index linking all asset pipelines (audio, visual, video) with structure and conventions" type: design status: active --- # Asset Pipeline Index Centralized tracking for all production assets across pipelines. Each pipeline has its own index, palette (style bible), and per-category asset tables. ## Pipelines | Pipeline | Index | Palette | Status | |----------|-------|---------|--------| | [Audio](audio/README.md) | [audio/README.md](audio/README.md) | [audio/palette.md](audio/palette.md) | Active — Sprint 7 | | [Visual](visual/README.md) | [visual/README.md](visual/README.md) | [visual/palette.md](visual/palette.md) | Active — catalog + style bible instantiated (T-1050/T-1052) | | [Video](video/README.md) | [video/README.md](video/README.md) | [video/palette.md](video/palette.md) | Stub | ## Structure ``` docs/assets/ README.md # This file — master index _templates/ audio.md # Row template + detailed entry template for audio sprite.md # LEGACY object-sprite row template (D-244 retired sprites; model/texture/artwork rows are inline in each visual/*.md file, T-1050) video.md # Row template + detailed entry template for video asset-brief.md # One-page per-class brief template (scope/visual reference/naming/gen path/acceptance) — T-1049 briefs/ # Per-asset-class briefs gating T-961's child stories (T-1049) + deferred.md formal deferral note audio/ README.md # Audio pipeline index — categories, status summary palette.md # Sonic palette, aesthetic guide, generation approach ambient.md # All ambient loops (station, planet, biome, weather) sfx.md # All SFX (footsteps, doors, impacts, events) ui.md # All UI sounds (cursor, chimes, insert-tech) visual/ # 3D models + textures + flat artwork (D-244 — no per-object sprites) README.md # Visual pipeline index palette.md # Art direction, "the angle", color relationships models.md # 3D objects/props (.glb via Trellis /glb-gen) textures.md # PBR surface maps (BaseColor/Normal/Roughness) for 3D models artwork.md # Flat 2D art — paintings, flags, billboards, signage (via /sprite-gen) icons.md # UI icons, status indicators (UI layer) effects.md # Shaders, particles, overlays conventions.md # Model naming, mask sidecars, D-235-keyed texture naming, footprint metadata (T-1050) video/ README.md # Video pipeline index palette.md # Motion/editing style guide trailers.md # Marketing / Steam page trailers cutscenes.md # In-game narrative moments ``` ## Conventions - **One .md per category** — asset table with one row per asset, detailed entries below for complex items - **palette.md** per pipeline — the style bible. Aesthetic baseline, theme, generation approach. - **Status values:** `planned` | `in-progress` | `placeholder` | `final` - **Templates:** `_templates/{type}.md` — row format + detailed entry format - **Asset files** live in `client/assets/{type}/` — these docs track design and production metadata - **Category splitting:** When a category file grows too long, split by domain (e.g., `furniture-station.md`, `furniture-colony.md`) ## Cross-References - Decision files: `decisions/` (D-038 audio scope, D-033 entity colors, D-019 camera angle) - Art direction workshop: `docs/workshops/art-direction-mood-board/` - Sprint briefings: `docs/sprints/sprint-N/{team}.md` - Per-class asset briefs: [briefs/](briefs/) — station walls, rural walls, doors, floors, furniture/props, each gating a T-961 child story (T-1049); [briefs/deferred.md](briefs/deferred.md) records the formal deferral for lamp posts / TVs / billboards / barns (T-1051) + cars (Q-067).