--- title: "Sprite Asset Template" description: "Row and detailed entry templates for sprite and visual asset documentation" type: design status: active --- # Sprite Asset Template > **Legacy (D-244).** This is the retired **object-sprite** row schema (4-direction, resolution variants). Per [D-244](../../../governance/decisions/architecture.md#d-244-asset-rendering--3d-objects-in-world-2d-limited-to-textures--flat-artwork), game objects are 3D (not sprites) and the only flat 2D content is textures + artwork — so a model / texture / artwork row template is TBD (tracked with the visual-catalog re-scope, T-961/T-1049/T-1050). This schema is kept for reference and for the 2D-artwork (paintings/flags/billboards) use of `/sprite-gen`. ## Table Row Format ``` | {ID} | `{filename}.png` | {status} | {layer} | {method} | {directions} | {notes} | {sprint/ticket} | ``` **Columns:** - **ID:** Category prefix + sequential number (SPR-001, FUR-001, TILE-001, ICO-001, FX-001) - **Filename:** Target filename in `client/assets/sprites/` (or tilesets/, etc.) - **Status:** planned / in-progress / placeholder / final - **Layer:** Entity / tile / effect / UI - **Method:** render pipeline / hand-drawn / AI-assisted - **Directions:** N/E/S/W (4-dir), S-only, or N/A - **Notes:** Source model, special render settings, design description - **Sprint/Ticket:** Sprint number and ticket ID ## Detailed Entry Format ```markdown ### {ID}: {filename} - **Source model:** `{path to .glb/.blend}` - **Render settings:** Camera angle, lighting, outline width - **Color relationships:** D-033 mapping if entity - **Resolutions:** 1024px (working) / 256px (game) / 64px (minimap) - **Post-processing:** Outline pass, palette adjustment, special effects - **Iteration history:** | Date | Version | Notes | |------|---------|-------| ```