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Building an Asset Pipeline Print

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Getting content into the game.

WHAT A PIPELINE IS

The defined path from creation to running in the game.

WHAT IT SHOULD HANDLE

Export from creation tools Import settings applied automatically Validation against standards Placement in the correct location

WHY AUTOMATION MATTERS

Manual steps are forgotten, and inconsistency accumulates.

WHAT TO VALIDATE AUTOMATICALLY

Polygon counts against budget Texture resolution and format Naming conventions Missing references

WHAT TO REJECT

Assets failing validation, with a clear message.

WHY REJECT RATHER THAN WARN

Warnings are ignored.

WHAT NAMING CONVENTIONS SHOULD ENCODE

Asset type Subject Variant Resolution or detail level, where relevant

WHY

Searchability, and automated handling by name.

WHAT TO ORGANISE BY

Type or by feature, consistently, decided once.

WHAT TO AVOID

Assets in arbitrary locations Duplicate assets under different names Unused assets accumulating

WHAT TO AUDIT PERIODICALLY

What is unreferenced.

WHY

It inflates build size and confuses everyone.

WHAT TO DOCUMENT

The pipeline, so new contributors can follow it.


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