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>
64 lines
3.2 KiB
Markdown
64 lines
3.2 KiB
Markdown
---
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title: "Asset Pipeline Index"
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description: "Master index linking all asset pipelines (audio, visual, video) with structure and conventions"
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type: design
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status: active
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---
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# Asset Pipeline Index
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Centralized tracking for all production assets across pipelines. Each pipeline has its own index, palette (style bible), and per-category asset tables.
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## Pipelines
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| Pipeline | Index | Palette | Status |
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|----------|-------|---------|--------|
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| [Audio](audio/README.md) | [audio/README.md](audio/README.md) | [audio/palette.md](audio/palette.md) | Active — Sprint 7 |
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| [Visual](visual/README.md) | [visual/README.md](visual/README.md) | [visual/palette.md](visual/palette.md) | Stub |
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| [Video](video/README.md) | [video/README.md](video/README.md) | [video/palette.md](video/palette.md) | Stub |
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## Structure
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```
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docs/assets/
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README.md # This file — master index
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_templates/
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audio.md # Row template + detailed entry template for audio
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sprite.md # Row template for 2D artwork rows (paintings/flags/billboards — see /sprite-gen)
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video.md # Row template + detailed entry template for video
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audio/
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README.md # Audio pipeline index — categories, status summary
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palette.md # Sonic palette, aesthetic guide, generation approach
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ambient.md # All ambient loops (station, planet, biome, weather)
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sfx.md # All SFX (footsteps, doors, impacts, events)
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ui.md # All UI sounds (cursor, chimes, insert-tech)
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visual/ # 3D models + textures + flat artwork (D-244 — no per-object sprites)
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README.md # Visual pipeline index
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palette.md # Art direction, "the angle", color relationships
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models.md # 3D objects/props (.glb via Trellis /glb-gen)
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textures.md # PBR surface maps (BaseColor/Normal/Roughness) for 3D models
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artwork.md # Flat 2D art — paintings, flags, billboards, signage (via /sprite-gen)
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icons.md # UI icons, status indicators (UI layer)
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effects.md # Shaders, particles, overlays
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video/
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README.md # Video pipeline index
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palette.md # Motion/editing style guide
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trailers.md # Marketing / Steam page trailers
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cutscenes.md # In-game narrative moments
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```
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## Conventions
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- **One .md per category** — asset table with one row per asset, detailed entries below for complex items
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- **palette.md** per pipeline — the style bible. Aesthetic baseline, theme, generation approach.
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- **Status values:** `planned` | `in-progress` | `placeholder` | `final`
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- **Templates:** `_templates/{type}.md` — row format + detailed entry format
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- **Asset files** live in `client/assets/{type}/` — these docs track design and production metadata
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- **Category splitting:** When a category file grows too long, split by domain (e.g., `furniture-station.md`, `furniture-colony.md`)
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## Cross-References
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- Decision files: `decisions/` (D-038 audio scope, D-033 entity colors, D-019 camera angle)
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- Art direction workshop: `docs/workshops/art-direction-mood-board/`
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- Sprint briefings: `docs/sprints/sprint-N/{team}.md`
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