D-244 ratifies what the character architecture (D-159..D-164, runtime CharacterVisualDescriptor compositing) and the Trellis env pipeline already implied but no decision had recorded: the in-world view renders 3D objects directly; the only flattened 2D content is textures + flat 2D artwork (paintings/flags/billboards/signage). There is no per-object sprite layer. Roots out the drift: the early-spike 3D->2D sprite pipeline (#541) and the sprite-centric docs/assets/visual catalog were never cleaned out when the project went 3D, so the 2026-06-12 fable-ous audit read them as live and re-injected the dead sprite model into T-1049/T-1050. Fix: - docs/assets/visual/README.md + docs/assets/README.md re-scoped to 3D models + textures + flat artwork (dropped the sprites/tilesets-as-entities framing). - /sprite-gen + renderer/README repurposed as the 2D-artwork generator (paintings/flags/ billboards/signage), not the in-world object format; legacy 4-direction object-sprite mode flagged as retired. - T-961/T-1049/T-1050 already held in backlog pending this. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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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 | Stub |
| 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 # Row template for 2D artwork rows (paintings/flags/billboards — see /sprite-gen)
video.md # Row template + detailed entry template for video
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
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