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Art direction brief
Game frame
- Player fantasy:
- Core verbs:
- Engine and renderer:
- Target platforms:
- Camera/view/facing:
- Native viewport and common display scale:
- Typical asset size on screen:
Visual system
- Shape language:
- Silhouette priorities:
- Value structure:
- Palette roles and exact swatches:
- Materials and surface cues:
- Edge/line treatment:
- Lighting direction and contrast:
- Detail density and focal hierarchy:
- Motion character:
- Explicit exclusions:
Technical contract
- Asset dimensions/aspect:
- Alpha/background:
- Grid/tile/frame size:
- Anchor/pivot/baseline:
- Filtering/mipmaps/compression:
- Color space:
- Texture/poly/material budgets:
- Naming and folders:
Visual target
- Approved seed/reference paths:
- Required do/don't examples:
- Native-scale gameplay capture:
- Approval owner/date: