# 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:

```text
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 |

