Files
settled-reach/docs/assets
jpmschweitzerandClaude Fable 5 2f87c1a65f data(assets): promote the four spike GLBs — first production environment assets (T-1204)
table_baroque, chair_modernist, desk_scifi (furniture, with mask
sidecars) and lion_statue (props, non-tintable) enter
client/assets/models/ under the category-first convention, byte-
identical to the spike sources (MD5-verified; spikes/ untouched,
vw_beetle excluded per the Q-067 deferral). Postprocess verified
already-applied by Blender node-graph inspection (mat_primary,
roughness=1.0/specular=0.0 shader inputs — the convenience properties
read stale defaults, the graph is authoritative), so not re-run. All
four registered in manifest.json at 'planned' with footprint_tiles
[1,1] (a flagged judgment call — normalized spike geometry erases
real-world scale; the brief ruling goes to araminta in review).
In-engine proof: clean headless import + ResourceLoader load +
instantiate for all four. Discovery documented in conventions.md §2 +
glb-gen SKILL.md: Godot externalizes the GLB's embedded texture as a
<model>_Image_0.png sidecar referenced by binary UID — it must be
committed or loading breaks with an undiscoverable dependency error.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 12:55:28 +02:00
..

title, description, type, status
title description type status
Asset Pipeline Index Master index linking all asset pipelines (audio, visual, video) with structure and conventions design 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/palette.md Active — Sprint 7
Visual visual/README.md visual/palette.md Active — catalog + style bible instantiated (T-1050/T-1052)
Video video/README.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/ — station walls, rural walls, doors, floors, furniture/props, each gating a T-961 child story (T-1049); briefs/deferred.md records the formal deferral for lamp posts / TVs / billboards / barns (T-1051) + cars (Q-067).