artist onboarding
Guide for artist onboarding
Artist Onboarding Guide: 3D Asset Standards
Purpose: This document defines the technical specifications and formatting requirements for all 3D assets in Legends of Hastinapur. Following these standards ensures seamless integration between art, game client, and server.
šÆ Core Principles
- Single Source of Truth: All asset references live in
gamedata.json(items/NPCs) orworld_entities.json(environment). - Server-Client Parity: Every visual object must have a corresponding server-side logic entry (for collision, interaction).
- Performance First: Optimize for web/mobile delivery. File size and polygon count matter.
š¦ File Format Standards
IMPORTANT NO.obj,.fbx, or.blendfiles in production. These are source formats. Convert to.glbbefore committing.
š Technical Specifications
Characters (Players & NPCs)
Items (Weapons, Armor, Tools)
Environment (Trees, Rocks, Buildings)
Terrain
š¬ Animation Standards
Animation Durations Reference
š Folder Structure
loh-game/assets/
āāā models/
ā āāā characters/ # Player models, base meshes
ā āāā npcs/ # NPC models (e.g., Guard, Merchant)
ā āāā items/
ā ā āāā weapons/ # Swords, bows, etc.
ā ā āāā armor/ # Helmets, platebodies, etc.
ā ā āāā tools/ # Pickaxes, axes, nets
ā āāā environment/
ā ā āāā nature/ # Trees, rocks, plants
ā ā āāā buildings/ # Houses, temples, banks
ā ā āāā props/ # Chests, tables, signs
ā āāā terrain/ # Terrain chunks, heightmaps
āāā animations/
ā āāā combat/ # Attack anims by style
ā āāā skills/ # Woodcutting, mining, etc.
ā āāā social/ # Emotes, idles
āāā textures/
ā āāā characters/
ā āāā environment/
ā āāā terrain/ # Splatmap layers
āāā audio/
āāā sfx/ # Sound effects
āāā music/ # Background tracksš Workflow: From Blender to Game
- Create/Edit in Blender (or your DCC).
- Export as
.glb(Settings: Geometry + Textures embedded, Apply Modifiers, Y-up). - Optimize using
gltf-transform optimize <input.glb> <output.glb>(installs via npm). - Validate using the glTF Validator: https://github.khronos.org/glTF-Validator/
- Place in the correct
assets/subfolder. - Register in
gamedata.json(for items/NPCs) or via the World Editor (for environment). - Test in-game or in the Simulacrum visualizer.
ā ļø Common Mistakes
š Related Documents
- World Editor Tooling (Mission 3D-PIPELINE-AND-WORLD-TOOLS)
- Asset Delivery & CDN (TBD)
- Game Tick System (TBD)
Questions? Ask in
#art-pipeline on Discord or tag @TechArt in your PR.