Building Hybrid Game Assets
Goal
Choose the cheapest reliable representation for each asset while keeping the world visually coherent.
Workflow
- Lock the game's visual language before producing volume: silhouette, proportions, palette, material response, outline/shading, camera, scale.
- Classify asset types by gameplay role and camera distance.
- Decide per class: sprite, billboard, low-poly mesh, procedural geometry, texture, VFX, or UI illustration.
- Define naming, pivot/origin, scale, frame dimensions, atlas rules, LOD expectations, compression, and export format before batch generation.
- Make one gold-standard asset per class and validate it in-engine before creating the set.
- Keep source and runtime-ready assets separate.
- Validate memory, batching/draw calls, texture dimensions, transparency, collision bounds, and readability in gameplay lighting.
Rule
Asset fidelity is measured in the game camera and motion, not only in isolated renders.