Game 2D Art, Animation, and VFX Pipeline
Move traceable 2D source art through deterministic transforms into readable, budgeted engine assets.
Use When
- Work involves sprites, texture atlases, tiles, 2D rigs/animation, particles, effects, UI art, or pixel-density variants.
Do Not Use When
- The task is 3D asset production or runtime graphics architecture.
Required Inputs
Art direction, source/provenance/licence, target devices/resolutions, colour/alpha contract, camera/units, atlas/import settings, animation/VFX budgets, accessibility/readability needs, naming/version rules, and acceptance scenes.
Workflow
- Preserve licensed source and provenance; define deterministic export naming, scale, pivots, trim, colour, alpha, and compression rules.
- Specify atlas/tile grouping from runtime locality and update needs, not convenience alone.
- Define animation states/events/root/pivot behaviour and VFX lifecycle, pooling, overdraw, photosensitivity, and gameplay-readability limits.
- Validate dimensions, formats, duplicates, missing frames, pivots, atlas boundaries, import drift, memory, draw calls, and target-device readability.
- Retain source-to-export-to-import manifest and device captures for normal, low-quality, accessibility, and failure variants.
Outputs
Art direction contract; provenance manifest; export/import profiles; atlas/animation/VFX specifications; validator results; engine/device acceptance evidence.
References
- 2D content acceptance matrix
1---2name: game-2d-art-animation-and-vfx-pipeline3description: Use when producing, importing, validating, or optimising 2D game concepts, sprites, atlases, tile sets, skeletal or frame animation, UI art, particles, VFX, resolution variants, or licensed source assets.4---5# Game 2D Art, Animation, and VFX Pipeline67Move traceable 2D source art through deterministic transforms into readable, budgeted engine assets.89## Use When10- Work involves sprites, texture atlases, tiles, 2D rigs/animation, particles, effects, UI art, or pixel-density variants.1112## Do Not Use When13- The task is 3D asset production or runtime graphics architecture.1415## Required Inputs16Art direction, source/provenance/licence, target devices/resolutions, colour/alpha contract, camera/units, atlas/import settings, animation/VFX budgets, accessibility/readability needs, naming/version rules, and acceptance scenes.1718## Workflow191. Preserve licensed source and provenance; define deterministic export naming, scale, pivots, trim, colour, alpha, and compression rules.202. Specify atlas/tile grouping from runtime locality and update needs, not convenience alone.213. Define animation states/events/root/pivot behaviour and VFX lifecycle, pooling, overdraw, photosensitivity, and gameplay-readability limits.224. Validate dimensions, formats, duplicates, missing frames, pivots, atlas boundaries, import drift, memory, draw calls, and target-device readability.235. Retain source-to-export-to-import manifest and device captures for normal, low-quality, accessibility, and failure variants.2425## Outputs26Art direction contract; provenance manifest; export/import profiles; atlas/animation/VFX specifications; validator results; engine/device acceptance evidence.2728## References29- [2D content acceptance matrix](references/2d-content-acceptance-matrix.md)30