# Character Production Pipeline v1.0

Status: Accepted for Sprint 1.5  
Reference implementation: [CHR001 Nova Striker](CHR001_NovaStriker/00_Overview.md)

## Purpose

Every hero, enemy, boss, and NPC must follow the same production workflow:

```text
concept -> bible -> machine definition -> animation plan -> hitboxes -> export -> QA -> approval
```

## Required Inputs

- [Pixel Art Standard](../020_MasterArtBible/PixelArtStandard.md)
- [Material Rendering Bible](../020_MasterArtBible/MaterialRenderingBible.md)
- [Palette & Color Library](../020_MasterArtBible/PaletteColorLibrary.md)
- [Shape Language & Anatomy Bible](../020_MasterArtBible/ShapeLanguageAndAnatomyBible.md)
- [Motion & Animation Foundation](../020_MasterArtBible/AnimationFoundation.md)
- `assets/registry/ASSET_REGISTRY.v2.yaml`

## Production Steps

1. Create character folder from `templates/CharacterTemplate.md`.
2. Fill lore, gameplay role, shape language, anatomy, silhouette, palette, materials, equipment, expressions, poses, animation plan, attacks, VFX, audio, collision, hitboxes, pivots, export, QA, and approval docs.
3. Create or update machine-readable YAML in `assets/definitions/characters/`.
4. Run `pnpm validate:character`.
5. Run `pnpm qa`.
6. Update registry lifecycle only after QA.

## Definition of Done

- All character bible pages exist.
- Machine-readable definition passes validation.
- Palette and material references use accepted libraries.
- Animation IDs match event standards.
- Collision and pivot rules are explicit.
- QA checklist passes with required score.
