asset acquisition plan
Guide for asset acquisition plan
Asset Acquisition Plan - Legends of Hastinapur
Vertical Slice Strategy for Solo Developer
Goal: Get a playable vertical slice ready with cohesive, atmospheric assets on minimal budget.
Target: 1-2 month timeline for vertical slice demo
Art Style: Low-poly, OSRS-inspired with Indian mythology aesthetic
šÆ Phase 1: Art Direction Foundation (Week 1)
Define Your Visual Identity
1. Create Mood Board (2-3 hours)
- Collect references from:
- Old School RuneScape (for UI/gameplay style)
- Raji: An Ancient Epic (for Indian aesthetic)
- Valheim (for low-poly with atmosphere)
- Temple Run series (for Indian architecture)
- Save 20-30 images to
/loh-game/assets/references/ - Document color palette (earthy browns, temple golds, vibrant silks)
2. Technical Specifications (1 hour)
Characters:
- Triangle count: 1,000-2,000 tris per character
- Texture resolution: 512x512 to 1024x1024
- Rig: Humanoid with 15-20 bones
Props/Buildings:
- Triangle count: 500-5,000 tris depending on importance
- Texture resolution: 512x512 to 2048x2048
- Tileable textures where possible
UI:
- Resolution: 1920x1080 base
- Style: Hand-painted panels with stone/wood textures
- Icons: 64x64 or 128x1283. Asset Manifest (2 hours)
Create
/loh-game/assets/manifest.md:## Vertical Slice Asset List
### Characters (Priority: HIGH)
- [x] Player character (male warrior base)
- [ ] Guard NPC (recolor player model)
- [ ] Goblin enemy (simple aggressive mob)
- [ ] Fishing spot (animated water particles)
### Environment (Priority: HIGH)
- [ ] Ground tiles (grass, stone, dirt)
- [ ] Trees (3 variations)
- [ ] Rocks (2 variations)
- [ ] Water (simple shader)
### Buildings (Priority: MEDIUM)
- [ ] Furnace (skill interaction)
- [ ] Anvil (skill interaction)
- [ ] Cooking range (skill interaction)
- [ ] Generic building/shop exterior
### UI Assets (Priority: HIGH)
- [ ] Skill icons (11 total)
- [ ] Item icons (20 core items)
- [ ] UI panels (inventory, stats, quest)
- [ ] Buttons, borders, dividers
### Audio (Priority: LOW)
- [ ] Ambient nature sounds
- [ ] UI click sounds
- [ ] Skill action sounds (4 types)š ļø Phase 2: Asset Sourcing Strategy (Week 2-3)
Option A: Free Asset Stores (Quick Start - Week 2)
Recommended Sources:
- Kenney.nl (Best for prototyping)
- URL: kenney.nl
- Cost: FREE (CC0 license)
- What to get:
- "RPG Kit" for characters/props
- "UI Pack" for interface elements
- "Nature Kit" for environment
- Action: Download 3-4 relevant packs
- Pros: Cohesive style, huge variety, instant use
- Cons: Generic, many games use these
- Quaternius (Great low-poly assets)
- URL: quaternius.com
- Cost: FREE (CC0)
- What to get:
- "Ultimate Animated Animals" for creatures
- "Ultimate Low Poly Dungeon" for buildings
- Action: Download character and prop collections
- Pros: Animated, game-ready, low-poly aesthetic
- Cons: Fantasy medieval (not Indian themed)
- OpenGameArt.org
- Cost: FREE (various licenses, check each)
- What to get: Search for specific items you need
- Action: Browse weekly, save promising finds
- Pros: Community-driven, variety
- Cons: Quality varies, licensing varies
- Poly Pizza
- URL: poly.pizza
- Cost: FREE (CC0)
- What to get: Low-poly environment assets
- Pros: Modern, clean, searchable
- Cons: Limited selection
Week 2 Action Plan:
Day 1-2: Download asset packs from Kenney + Quaternius
Day 3-4: Import to Bevy, test in-game
Day 5-6: Create placeholder materials/textures
Day 7: Document what works, identify gapsOption B: AI Asset Generation (Custom Assets - Week 3)
For 2D Assets (UI, Textures, Concept Art):
- Midjourney (Best quality, subscription)
- Cost: $10/month (Basic plan)
- Use for:
- Skill icons: "skill icon, {skill name}, game UI, flat design, isometric"
- Item icons: "game item icon, {item name}, inventory sprite, 64x64"
- UI panels: "ornate panel, stone texture, Indian temple style, game UI"
- Prompt template:"game asset, {item}, low poly style, Indian mythology aesthetic, flat colors, no background, isometric view --v 6 --style raw"
- Leonardo.ai (Great for game assets)
- Cost: FREE tier (150 tokens/day) or $12/month
- Models: "Leonardo Kino XL" for realistic, "3D Animation Style" for stylized
- Use for: Same as Midjourney, plus texture generation
- DALL-E 3 (via ChatGPT Plus)
- Cost: $20/month
- Best for: Quick iterations, multiple variations
- Use for: Concept art, texture bases, UI elements
For 3D Assets:
- Meshy.ai (Text/Image to 3D)
- Cost: FREE tier (200 credits) or $16/month
- Workflow:
- Generate concept in Midjourney
- Upload to Meshy ā get 3D model
- Clean up in Blender
- Best for: Props, simple characters
- Turnaround: 2-5 minutes per model
- Rodin AI (Alternative 3D generation)
- Cost: FREE tier available
- Similar workflow to Meshy
- Sometimes better for characters
Week 3 Action Plan:
Day 1: Subscribe to one AI tool (start with Leonardo.ai Free)
Day 2-3: Generate 20 item icons + 11 skill icons
Day 4-5: Generate 3D props using Meshy (furnace, anvil, etc)
Day 6: Test in-game, iterate on prompts
Day 7: Document successful prompts for reuseOption C: Commissioned Assets (Professional Polish - Ongoing)
When to Commission:
- After vertical slice validation
- For hero assets (main character, key NPCs)
- When you have specific Indian mythology needs
Where to Find Artists:
- Fiverr (Best for one-offs)
- Search: "low poly 3d character" or "game UI design"
- Cost: $50-200 per character, $30-100 per prop
- Tip: Look for sellers with OSRS/RuneScape in portfolio
- ArtStation (Professional artists)
- Post job listing or contact directly
- Cost: $500-2000 for character set
- Best for: Main character, key NPCs
- Sketchfab (Some artists do commissions)
- Browse existing work, contact via "Hire Me"
- Cost: Varies widely
- Tip: Find artists with similar style already
- r/gameDevClassifieds (Reddit)
- Cost: Negotiable, often reasonable
- Tip: Post clear specifications, reference images
Commission Checklist:
Character Commission Template:
- [ ] Provide mood board
- [ ] Provide technical specs (tri count, texture res)
- [ ] Provide 3-4 reference images
- [ ] Request source files (.blend, .psd)
- [ ] Agree on milestone payments (50% upfront, 50% on delivery)
- [ ] Set clear revision limit (usually 2-3 rounds)šØ Phase 3: Asset Creation Pipeline (Week 4-5)
For Characters (If creating yourself)
Tools Needed:
- Blender (Free) - 3D modeling
- Mixamo (Free) - Character rigging & animation
- Substance Painter ($20/month or free alternatives)
Workflow:
1. Find base mesh (Mixamo, free rigs on Sketchfab)
2. Modify in Blender (add armor, weapons, Indian elements)
3. Auto-rig with Mixamo or Rigify
4. Export animations (idle, walk, attack, gather)
5. Texture in Substance Painter or Blender
6. Export as GLTF/GLBTime Estimate:
- First character: 10-15 hours (learning curve)
- Subsequent characters: 4-6 hours each
For Environment
Tile-Based Approach:
- Create 16 ground tiles (grass, stone, dirt, sand)
- Use Blender Array modifier for instant variety
- Bake ambient occlusion for depth
- Export as individual GLB files
Procedural Textures:
# Use Blender's procedural textures:
- Musgrave for stone/rock
- Voronoi for cracked ground
- Noise for dirt/grass variationFor UI
Figma Workflow (Recommended):
- Design all UI in Figma (free tier)
- Use "Game UI Kit" templates as starting point
- Export as PNG with proper naming
- Create 9-slice sprites for panels
Style Guide:
Colors:
- Primary: #8B4513 (saddle brown - earthy)
- Secondary: #DAA520 (goldenrod - temple accent)
- Background: #2F2F2F (dark stone)
- Text: #F5DEB3 (wheat - readable)
- Accent: #DC143C (crimson - alerts)
Fonts:
- Headers: "Cinzel" (fantasy serif)
- Body: "Noto Sans" (clean sans-serif)
- Numbers: Monospace for statsš¦ Phase 4: Asset Integration (Week 6-7)
File Organization
loh-game/assets/
āāā models/
ā āāā characters/
ā ā āāā player_warrior.glb
ā ā āāā npc_guard.glb
ā ā āāā mob_goblin.glb
ā āāā props/
ā ā āāā furnace.glb
ā ā āāā anvil.glb
ā ā āāā cooking_range.glb
ā āāā environment/
ā āāā tree_oak.glb
ā āāā rock_small.glb
ā āāā tiles/
āāā textures/
ā āāā characters/
ā āāā environment/
ā āāā ui/
āāā ui/
ā āāā panels/
ā āāā icons/
ā ā āāā skills/
ā ā āāā items/
ā āāā buttons/
āāā audio/
ā āāā sfx/
ā āāā music/
āāā references/
āāā mood_board/Bevy Integration Checklist
// Asset loading example
fn load_assets(
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Load character
let character_model = asset_server.load("models/characters/player_warrior.glb#Scene0");
// Load UI icons
let attack_icon = asset_server.load("ui/icons/skills/Attack_icon.png");
}Quality Checklist:
- All models import without errors
- Textures display correctly (no pink/missing textures)
- Animations play smoothly (if applicable)
- UI scales properly at different resolutions
- File sizes reasonable (models <5MB, textures <2MB)
š° Budget Breakdown
Minimal Budget ($0-50)
- ā Free asset packs (Kenney, Quaternius)
- ā Blender (free)
- ā Figma free tier
- ā AI generation free tiers
- Total: $0-10/month (if using Leonardo.ai free)
Indie Budget ($50-200/month)
- ā Above +
- ā Midjourney Basic ($10/month)
- ā Leonardo.ai Pro ($12/month)
- ā Meshy.ai Pro ($16/month)
- ā 1-2 Fiverr commissions ($50-100 one-time)
- Total: $40-200/month + commissions
Polished Budget ($500-1000)
- ā Above +
- ā Substance Painter ($20/month)
- ā Full character commission ($500-800)
- ā Custom UI design ($200-300)
- Total: $700-1100 one-time + subscriptions
š Recommended Workflow for Vertical Slice
Week-by-Week Execution
Week 1: Foundation
- Day 1: Create mood board, define art direction
- Day 2-3: Download free asset packs
- Day 4-5: Import and test in Bevy
- Day 6-7: Document gaps, create asset manifest
Week 2: Quick Wins
- Day 1-2: Generate UI icons with AI (free tier)
- Day 3-4: Create simple environment tiles
- Day 5: Placeholder character using Mixamo
- Day 6-7: Basic materials/textures
Week 3: Core Assets
- Subscribe to 1 AI tool if needed
- Generate/create 5 core props (furnace, anvil, etc)
- Generate item icons (20 items)
- Create skill interaction visuals
Week 4-5: Polish & Iteration
- Replace placeholders with better versions
- Add particle effects (free from Kenney)
- Improve textures and lighting
- Commission 1 hero asset if budget allows
Week 6-7: Integration & Testing
- Full asset integration
- Lighting pass
- Post-processing effects
- Vertical slice playtest
šÆ Vertical Slice Minimum Viable Assets
Must-Have (Can't demo without):
- Player character (rigged, animated)
- 1 NPC for dialogue
- 1 enemy for combat
- 3 skill interaction objects (furnace, anvil, fishing spot)
- Ground tiles (3 types)
- Trees/rocks (basic environment)
- Full UI set (inventory, skills, quest log)
- 20 item icons
- 11 skill icons
Nice-to-Have (Adds polish):
- Ambient audio
- Particle effects
- Better animations
- More NPC variations
- Mini-map icons
- Sound effects
Can Wait (Post-Vertical Slice):
- Multiple character races
- Seasonal variations
- Advanced weather
- Music tracks
- Cutscenes
š Learning Resources
Free Tutorials:
- Grant Abbitt (YouTube) - Blender low-poly
- Brackeys - Game art fundamentals
- Sebastian Lague - Procedural generation
- Bevy Cheatbook - Asset loading in Bevy
Paid Courses (If needed):
- Udemy - "Complete 3D Game Art Course" ($15 on sale)
- Zenva - "Low Poly Game Asset Creation" ($29)
ā Next Steps (Start Today)
Immediate Actions:
- ā
Create
/loh-game/assets/manifest.mdwith your asset list - ā Download Kenney's "RPG Kit" and "UI Pack"
- ā Set up Figma account and create UI mockup
- ā Try Leonardo.ai free tier for 5 item icons
- ā Import one test asset into Bevy and verify pipeline
This Week:
- Spend 1 hour/day on assets
- Focus on getting something in-game quickly
- Don't aim for perfection - aim for cohesion
- Test early, iterate often
Remember: Your code is solid. The vertical slice just needs good enough art to showcase the gameplay. You can always upgrade assets later. Start with free packs, add AI-generated icons, and commission only what's absolutely necessary for the demo.
Questions to Consider:
- Do you have any 3D modeling experience? (Affects timeline)
- What's your realistic asset budget? ($0, $50, $200+)
- How much time can you dedicate per week? (5h, 10h, 20h+)
- Do you prefer stylized or realistic? (OSRS is stylized)
- Solo all the way or open to contractors?
Let me know your answers and I can tailor the plan further!