Visual Development Pipeline v1.0
Status: Accepted for Sprint 1.6
Applies to: heroes, enemies, bosses, backgrounds, props, UI, and FX.
Purpose
Visual development is the controlled exploration phase before production art. It prevents random styling, copied designs, unreadable silhouettes, inconsistent materials, and late-stage rework.
Every asset follows the same sequence:
Reference
-> Silhouette
-> Shapes
-> Values
-> Colors
-> Materials
-> Pose
-> Animation
-> Production
-> QA
-> Approval
Rules
- Analyze references; never copy existing designs.
- Separate idea quality from rendering polish.
- Score readability before detail.
- Use approved palette, material, anatomy, animation, and pixel-art standards.
- Record every review in
assets/definitions/review/concept_review.yaml.
Required Outputs
| Stage | Output | Gate |
| --- | --- | --- |
| Reference | Reference notes and risk notes | No copied design language |
| Silhouette | Minimum 10 described variants per hero | Best variant score >= 85 |
| Shape | Dominant and secondary shape language | Gameplay role is readable |
| Value | Light, midtone, shadow plan | Readable at 50% scale |
| Color | Palette workflow and contrast checks | Uses approved palette library |
| Material | Material test notes | Material recognized at 50% scale |
| Pose | Pose criteria | Intent readable in one frame |
| Review | Pass, Needs Work, or Rejected | All blockers closed |