10. Game Art
Define the overall visual direction, art style, and asset planning to provide a unified visual baseline for long-term updates.
10. Game Art
Define the overall visual direction, art style, and asset planning to provide a unified visual baseline for long-term updates.
10.1 Art Direction Overview
- Style Tags: Realistic, Cartoon, Low Poly, Pixel Art, etc.
- References & Benchmarks: Comparison with industry leaders (e.g., Genshin Impact, Tencent titles, Voodoo casual games).
- Target Atmosphere: Relaxing, Oppressive, Epic, Cute, etc.
10.2 Concept Art
- World Concept: Visualizing the setting and lore.
- Key Locations: Concepts for major cities, landmarks, and biomes.
- Character & Enemy Design: Primary cast and antagonist visualization.
10.3 Style Guides
- Rules: Unified standards for line work, silhouette, proportion, color palette, and lighting.
- Consistency: Ensuring 2D UI and 3D assets share a cohesive language.
- Negative List: Explicitly forbidden styles or elements to avoid.
10.4 Characters
- Hierarchy: Protagonists, Key NPCs, Enemies, Villagers.
- Detail Standards: Bone counts, polygon budgets, and texture resolution per tier.
- Skins & Costumes: Rules for the cosmetic system (critical for LiveOps and monetization).
10.5 Environments
- Types: Cities, Wilderness, Dungeons, Special Instances.
- Tone: Color grading and lighting mood for each area.
- Modular Construction: Strategy for Tiles, Modules, and Prefabs.
10.6 Equipment & Props
- Rarity Visuals: Distinguishing Common, Rare, and Legendary gear.
- Functional vs. Cosmetic: Visual differentiation between gameplay items and decorative props.
10.7 Cutscenes
- Format: Real-time 3D, 2D Animation, Motion Comic, Static Illustrations.
- Specifications: Storyboarding standards, subtitle sizing, and branding placement.
10.8 UI / UX Art
- Style: Flat, Skeuomorphic, Cartoon, Sci-Fi/Holographic.
- Iconography: System for main icons, sizing, and shape language.
- Motion: Button feedback, screen transitions, and loading indicators.
10.9 Technical Art Considerations
- Shader Strategy: Uber Shaders, VFX Shaders, Character Shading models.
- VFX Budget: Particle counts, overdraw limits, and post-processing costs.
- Asset Standards: Naming conventions, directory structure, and reference rules.
10.10 Asset Pipeline & Naming
- General Naming Format:
Prefix_Subject_Descriptor/Channel_Variant(Avoid spaces/special chars, keep under 50 chars). - Prefix Examples:
- Textures:
T_(e.g.,T_hero_body_D,T_hero_body_N,T_hero_body_RMA) - Static Meshes:
SM_(e.g.,SM_rifle_01) - Skeletal Meshes:
SK_(e.g.,SK_hero) - Materials / Instances:
M_/MI_(e.g.,M_hero_skin,MI_hero_skin_01) - Animations:
ANM_(e.g.,ANM_hero_run_01) - Audio:
MX_(Music),SX_(SFX) (e.g.,MX_theme_loop,SX_footstep_gravel_01) - Particles / VFX:
PS_(e.g.,PS_explosion) - UI Elements:
UI_(e.g.,UI_button_normal) - Lights:
Light_(e.g.,Light_lamp_P_01)
- Textures:
- Texture Channels:
_D(Diffuse),_N(Normal),_R(Roughness),_AO(Ambient Occlusion),_M(Metallic), or_RMApacked. - Versioning:
_01,_A,LOD0,v001(Maintain two-digit versioning). - Folder Structure:
Art/Characters/Hero/{Meshes, Textures, Materials, _wip}Art/Weapons/Rifle/{Models, Textures}Art/Environments/{Rocks, Trees}Art/UI/{Sprites, Fonts}Art/FX/Particles/Audio/{SFX, Music, VO}_Publish/(Final exports only, no source files)
- Metadata Tags: JSON/XML for LOD, Platform, Usage, Author, Version, Dependencies (for search, packaging, and auditing).
- Terminology Mapping:
- Character (Actor), Background (Set), Prop (Object), Light (Source), VFX (Visual Effects), Sound (Score/SFX), Screen (Subtitle/HUD).
- Implementation: Document upon project kickoff; batch rename scripts; CI/CD validation for naming and metadata.
Asset Formats
-
3D Model (
3d_model): SM/SK geometry and bone data. -
Image (
image): Single-frame textures, maps, or UI images. -
Image Sequence (
image_sequence): Frame-based image series (PNG/JPG/TGA) for animation/VFX; distinct from video containers. -
Sprite Sheet (
sprite_sheet): Combined texture atlas with index data, for UI/2D animation. -
Video (
video): Containerized media (MP4/H.264/H.265/WEBM) for cutscenes or showcases. -
Audio (
audio): BGM, SFX, VO. -
Other: Shader, Material, Font, Prefab, Level, Particle System, UI Element.
-
Guide: image_sequence_guide.md
Format Selection & Naming Points
- Video: Unified high-quality playback. Example:
VID_Cutscene_Chapter1_v001.mp4. - Image Sequence: Controllable animation/VFX. Example:
SEQ_GachaReveal_0001.png(4-digit padding). - Sprite Sheet: UI/2D Animation. Example:
SPR_UI_ButtonPress_atlas_v001.png(with index file). - Image: Textures. Example:
T_hero_body_RMA.tga(Suffix rules apply). - Particles / VFX: Example:
PS_fire_small_loop,PS_explosion_heavy. - Audio: Example:
MX_theme_loop.ogg,SX_footstep_gravel_01.wav,VO_hero_intro_en.mp3.
Selection Advice
- Interactive & Controllable Camera: Prioritize
3d_model+image+fx_particle(Real-time). - Unified Presentation, Weak Interaction: Use
videowith multi-platform adaptation. - High Volume 2D/UI Animation: Prioritize
sprite_sheet; useimage_sequencefor complex shots or heavy VFX.