25 KiB
Aetherbound Guild: Art Asset And Animation Catalog
Authority: complete visual production inventory, stable asset families, animation contracts, scene layers, budgets, and production order.
Companions: SCREEN_AND_STATE_MAP.md and UI_AND_VISUAL_SYSTEM.md.
Current status: specification only. No row below is final, integrated, runtime-seen, human-reviewed, device-verified, or release-accepted.
1. Production Model
The final art style is clean 2D Japanese hand-drawn fantasy: readable cel-like characters, painted environments, ink texture used selectively, and layered cutout/key-pose animation where it preserves identity. Text, numeric values, focus, state labels, progress, and localization remain engine-rendered.
The production unit is not a raw AI image. Every asset follows:
brief -> references -> source -> cleanup -> separated layers -> rig/atlas -> import -> gameplay integration -> runtime capture -> agent review -> owner review -> device review -> release acceptance
AI generation may establish concepts and compatible source candidates. Final runtime assets require controlled line, anatomy, perspective, edge, palette, layer, pivot, and animation cleanup. Character identity and motion are locked before scale production. Full-screen concept art is never substituted for an editable battle stage.
2. Global File And ID Rules
| Family | Stable ID pattern | Runtime form |
|---|---|---|
| Character identity | ART-CHR-001..030 |
layered body rig, portrait atlas, hub and battle manifestations |
| Profession kit | ART-PR-B01..B12, ART-PR-A01..A24 |
equipment overlays, resource device, skill poses, VFX references |
| Enemy identity | ART-EN-O001..O056, E001..E024, S001..S012, B001..B008 |
layered rig/atlas, bestiary illustration, telegraph set |
| Item | ART-IT-001..320 |
transparent object, optional wearable layer, behavior FX key |
| Environment | ART-ENV-CH01..CH08-* |
opaque layered plates plus separate props and state overlays |
| UI | ART-UI-* |
nine-slice material, icon, marker, mechanism, illustrative support |
| VFX | ART-VFX-* |
transparent frame atlas, mesh/line definition, reduced-mode final state |
| Narrative | ART-NAR-CHxx-*, ART-NAR-CHRxxx-* |
layered dialogue tableau or illustrated beat |
| Platform | ART-PLATFORM-* |
opaque app/store assets derived from accepted runtime identity |
Every manifest row stores source license/provenance, creator/provider and task ID where applicable, prompt/reference ownership, source hash, dimensions, alpha, layer names, pivot, native play scale, animation event, accepted/rejected state, runtime binding, and review evidence.
3. Scale And Texture Budgets
| Asset | Working canvas | Runtime target | Notes |
|---|---|---|---|
| Character portrait | 1536x1536 source | 384-768 atlas region | head/shoulders, six expression states |
| Character full body | 1536x2048 source | 512-1024 rig envelope | no crop, stable ground and hand anchors |
| Battle actor | same identity layers | 150-230 px reference height | mipmapped/filtered clean 2D; verify silhouette at 1280x720 |
| Ordinary enemy | 1024-1536 square source | 120-240 px play height | larger only when mechanic needs silhouette |
| Boss | 2048-3072 source envelope | 280-520 px play height | multi-layer, may span lanes but cannot hide telegraphs |
| Item | 1024 square source | 96/192/384 variants | transparent, normalized perceived size |
| UI icon | vector master | 24/32/48 logical | engine tint only for semantic state, not identity |
| Environment plate | 2560x1440 source | 1920x1080 reference | separate layers; no actor, UI, tall runtime prop baked in |
| Narrative tableau | 2560x1440 source | 1920x1080 reference | characters and foreground separable for localization/crop |
No single mobile texture exceeds the selected device tier's validated limit. Large environment sources are packed into bounded plates or streamed layers. Atlas pages target 2048 and may use 4096 only after memory/runtime proof. Alpha is reserved for independent objects; full-screen background plates are opaque.
4. Character Identity Package: 30
Each named adventurer receives one identity package. Character details in the Character Bible are binding; the package cannot normalize age, body, mobility aid, skin, face, or garment distinctions into a generic class body.
4.1 Required Static Assets Per Character
| Asset | Count per character | Total | Contract |
|---|---|---|---|
| Turnaround/reference sheet | 1 | 30 | front 3/4, side, rear, height, hand/face, palette, material notes |
| Portrait expression atlas | 6 | 180 cells | neutral, resolve, concern, pain, relief, relationship-specific warmth |
| Full-body planning pose | 1 | 30 | canonical identity, profession-neutral foundation, equipment sockets visible |
| Recruitment tableau | 1 | 30 | character in their work context; may share chapter environment layers |
| Arc-completion portrait overlay | 1 | 30 | meaningful posture/garment/object change, not glow/recolor |
| Ending vignette pose | 1 | 30 | reusable character layer composed into ending outcome panels |
The portrait atlas remains identity-locked. Dialogue may combine expression, eye direction, and mouth phoneme overlays; it may not regenerate a new face per line.
4.2 Common Rig Layers Per Character
rear equipment / rear cloth
rear hair
torso base and identity garment
front/rear upper arm and forearm
front/rear hand with weapon/device sockets
hips and legs
feet
neck/head
front hair and face features
expression/eye/mouth overlays
profession mantle/insignia
front equipment
condition overlays
Mobility aids, braces, coats, capes, long hair, tails/ribbons, tools, and asymmetric garments receive their own layers when motion or silhouette depends on them. Layer reduction is allowed only when the resulting action set proves no pivot or occlusion conflict.
4.3 Common Motion States Per Character
| State | Loop / duration | Purpose and final pose |
|---|---|---|
idle_ready |
2.4-4.2 s loop | profession-ready stance; subtle breathing and identity-specific check |
idle_pressure |
1.4-2.4 s loop | greatest-risk/low vitality stance, never random panic |
move_band_forward |
0.45-0.8 s | one band shift; feet and equipment settle at shared ground pivot |
move_band_back |
0.45-0.8 s | distinct retreat/backstep, not reversed forward frames |
forced_move |
0.35-0.65 s | readable loss of control and landing recovery |
basic_melee |
0.6-1.0 s | common close action template, profession weapon controls contact |
basic_ranged |
0.7-1.1 s | release event and projectile socket |
basic_channel |
0.8-1.4 s | cast origin, sustained state, recovery |
guard_or_intercept |
0.45-0.9 s | front protection relation becomes visible |
hit_light |
0.25-0.45 s | direction-aware response without leaving lane |
hit_heavy |
0.45-0.75 s | near-Downed response with protected recovery |
downed |
authored transition + hold | safe readable final pose, no corpse language |
rescued |
0.9-1.4 s | return to legal slot at 25% HP, invulnerability cue follows state |
victory_relief |
1.6-3.0 s | identity-specific, restrained; does not loop in menus |
defeat_recovery |
1.6-3.0 s | communicates retained person and diagnosis readiness |
The 15-state list defines required behavior coverage, not a promise that every character uses identical frame timing. Each character must pass silhouette, ground, hand-socket, garment, face, and equipment-occlusion checks in every state.
5. Profession Visual Kits: 36
Profession kits prevent the impossible 30 characters x 36 full redraws while
preserving visible build change. A character rig owns identity and body motion;
a profession kit owns silhouette additions, tools, resource device, signature
pose overlays, and skill VFX.
5.1 Kit Contents
| Deliverable | Per profession | Total |
|---|---|---|
| Profession emblem | 1 | 36 |
| Primary tool/weapon set | 1 | 36 |
| Mantle/insignia silhouette layer | 1 | 36 |
| Resource device with empty/low/full states | 3 | 108 states |
| Two active-skill action contracts | 2 | 72 |
| Passive trigger marker | 1 | 36 |
| Unlock/mastery tableau element | 1 | 36 |
| Advanced-branch transformation pose | base 0 / advanced 1 | 24 |
Each active skill contract specifies anticipation, actor pose, hand/tool anchor, target/ground geometry, impact frame, separate VFX, recovery, event tick, sound event, reduced-motion final state, and fallback if an overlay is unavailable. The 72 active skills have unique readable actions or effect geometry; they do not share one generic cast in different colors.
5.2 Body Motion Template Families
Six body templates cover compatible mechanics without erasing identity:
brace: block, intercept, anchor, protective link;strike: close weapon, tool impact, displacement;release: projectile, thrown marker, signal shot;inscribe: spell, clause, research, cadence action;deploy: device, path, decoy, standing field;command: multi-ally order, target policy, timing intervention.
Every skill chooses one template plus authored deviations. Boss counters and capstone skills require a unique high-value action pass when the template cannot communicate the mechanic.
6. Enemy Identity Package: 100
All enemies require a distinct mechanic silhouette, not only a distinct name. The bestiary art and battle sprite share the same identity sheet.
| Tier | Count | Required motion states per identity | Additional presentation |
|---|---|---|---|
Ordinary EN-O |
56 | idle, move/shift, basic, signature mechanic, hit, Break, defeat = 7 | portrait crop, one telegraph family, drop pose |
Elite EN-E |
24 | ordinary seven + secondary mechanic + enraged/pressure = 9 | elite entrance, two telegraph families, variant overlay |
Sub-boss EN-S |
12 | elite nine + intro + phase/condition shift + authored defeat = 12 | full bestiary plate, stage prop interaction, phase marker |
Boss EN-B |
8 | 14-20 named states per phase plan | full turnaround, multi-layer rig, intro, phase transition, Break, defeat, restoration relationship |
Minimum authored state count is 56*7 + 24*9 + 12*12 = 752 non-boss motion
states plus eight boss-specific plans. Frame counts are set after motion
blockout; a state is not made smoother by adding redundant in-betweens.
Every enemy package also includes:
- neutral and researched bestiary presentation;
- next-action icon and lane/target forecast shape;
- first readable counter clue and mastered counter record;
- stability/Break contour anchors;
- target, Mark, Hush, Anchored, Drift, and immunity-compatible overlays;
- chapter lighting and high-contrast validation;
- reduced-motion phase and telegraph final states;
- SFX event list linked to mechanical actions.
Bosses remain legible beside six allies and supporting enemies. A boss may occupy multiple bands visually, but hit targets, lane influence, and telegraphs remain attached to explicit logical anchors.
7. Equipment And Item Art: 320
Every IT row receives one transparent object illustration. The production
counts match the authored catalog exactly:
| Category | Count | Inventory art | Visible character attachment |
|---|---|---|---|
| Mainhand | 30 | 30 | hand socket and back/stow state |
| Offhand | 32 | 32 | offhand socket and back/stow when applicable |
| Head | 36 | 36 | head silhouette attachment, hair-safe variant rules |
| Body | 50 | 50 | chest/waist/shoulder overlay family, not full identity replacement |
| Feet | 19 | 19 | foot/ankle layer and movement readability check |
| Back | 21 | 21 | rear layer and cloth/hair occlusion contract |
| Charm | 88 | 88 | no default body layer; selected 24 signature charms receive visible token |
| Consumable | 20 | 20 | held/use pose only when activated |
| Relay | 15 | 15 | deployed scene object and active state |
| Relic | 9 | 9 | carried or world/Directive focal object according to effect |
| Total | 320 | 320 | 188 wearable families + selected nonwearable manifestations |
The 160 behavior-changing items receive one additional effect key: activation icon, object state, actor overlay, target/route marker, or event-line symbol that makes their behavior visible. The 160 stat items remain individually illustrated but may share deterministic equip motion and generic stat feedback.
7.1 Item State Requirements
- neutral inventory object;
- selected/equipped physical marker;
- behavior trigger manifestation for every
Bitem; - upgraded material change that preserves identity rather than recolors rarity;
- attuned/sealed/dormant state where the contract permits it;
- salvage review silhouette and protected/favorite marker;
- light and dark background edge check at 96-pixel target size;
- comparison view with normalized perceived scale.
Item rarity/tier changes tray notation and material detail only. It never adds a larger glow than the behavior, makes a stat item look more strategic than a counter item, or hides the item's actual shape.
8. Environment And Chapter Art
Each chapter has nine master compositions. They reuse compatible foundation layers and props but remain compositionally distinct.
| Composition per chapter | Count across 8 | Runtime use |
|---|---|---|
| Chapter arrival / key region panorama | 8 | WLD-002, chapter title transition |
| Settlement before restoration | 8 | WLD-003, story and recruit context |
| Settlement restoration choice | 8 | WRK-006, consequence review |
| Settlement after restoration overlays A/B | 16 | GLD-001, RES-005, return visits |
| Route panorama family 1-3 | 24 | EXP-002/003, node transitions |
| Ordinary/camp battle stage | 8 | common chapter encounters |
| Elite/sub-boss battle stage | 8 | dangerous detours and mastery trials |
| Boss battle stage | 8 | chapter confrontation |
| Master scene/state total | 88 | excluding dialogue reframes and postgame variants |
Every master environment separates:
sky / distant atmosphere
far architecture/terrain
midground route structures
playfield foundation and lane markings
separate structural props
separate interactable/service props
foreground occluders with actor policy
weather/lighting state
chapter choice/restoration overlays
Background foundations contain no actors, UI, rewards, gates, hazards, or props that require independent interaction, animation, collision, replacement, occlusion, or restoration. Concept composites may show all layers but are never used as runtime foundations.
8.1 Chapter Prop Packs
Each chapter receives:
- 12 compact environmental props;
- 4 structural wide/tall objects;
- 3 interactable service/route objects with inactive/active states;
- 3 hazard/telegraph ground manifestations;
- 2 Anchor/camp variants;
- 1 boss-stage mechanism set;
- crowd silhouettes and named NPC layers where authored;
- foreground occluders with
none,rear_shift,fade, orrear_shift_and_fadeactor policy.
That is a minimum of 25 designed prop/object families per chapter and 200 across the campaign. Repeated placements do not count as new families.
9. Guild Yard Transformation Set
The Guild Yard is one persistent layered environment with eight regional service sockets and a final plural route mechanism. It needs:
- broken opening yard foundation;
- day, evening, and pressure lighting states;
- 8 inactive service structures;
- 16 chapter-choice active variants;
- 30 character work/idle placement anchors;
- Workshop, Clinic, Records, training, formation, and route-table activity;
- route pulse linking service sockets to the Waylamp;
- ending state combining chosen variants without visual collision;
- low-power final poses for every continuous process;
- rain/wind/storm overlays that do not hide world hotspots.
The Yard changes after every chapter. A completion banner alone does not prove transformation.
10. Narrative Illustration Package
Narrative uses layered tableaux with engine text and portrait/pose reuse. The minimum authored set is:
| Family | Count | Notes |
|---|---|---|
| Chapter opening | 8 | one conflict-defining composition each |
| Chapter midpoint civic choice | 8 | both choice subjects visible together |
| Chapter restoration | 8 | shares environment layers, adds named actors and consequence |
| Character recruitment | 30 | may use settlement/background reuse; unique foreground action |
| Character arc completion | 30 | unique relationship/work consequence, not portrait swap only |
| Final consequence rooms | 7 | one for each choice-dependent approach room |
| Ending/epilogue master panels | 9 | federation overview plus eight regional outcomes |
| Second Weave entry | 1 | working world deliberately reconfigured |
| Total authored tableaux | 101 | modular character/environment layers reduce duplicate painting |
Relationship conversations between these peaks use portrait atlases, in-world character poses, and scene props. They do not require a new full illustration for every line, but every authored scene needs a shot/pose list and emotional state change.
11. UI Art Inventory
| Family | Count / scope | Notes |
|---|---|---|
| Core material families | 6 | enamel, field cloth, brass mechanism, acetate forecast, ceramic chip, ledger paper |
| Nine-slice frames | 18 | dock, drawer, tray, inspect, review, modal, comparison variants |
| Universal tool icons | 32 | navigation, settings, pause/speed, audio, filter, compare, input, save |
| Canonical system icons | 48 | resources, states, slots, route types, failure/save states |
| Status icons | one per authoritative status schema | shape-coded with stack/duration forms |
| Profession emblems | 36 | already counted in profession kits |
| Active skill icons | 72 | paired with skill action contracts |
| Passive/talent icons | 66 | 36 profession passives + 30 character talents |
| Enemy mechanic icons | 100 | derived from each mechanic, not enemy portrait miniatures |
| Achievement badges | 48 | exact authored achievement identity |
| Collection emblems/displays | 20 | physical collection identity and completion state |
| Chapter/region emblems | 8 | one structural material and route motif each |
| Faction/service marks | data-counted at authoring lock | must be audited against campaign authority before production |
| Cursor/focus/target shapes | 16 | touch, mouse, controller and high-contrast forms |
Engine-rendered elements include text, numbers, bars, countdown fill, focus labels, safe-area guides, table/list layout, and dynamic comparison deltas. Illustrative icons support meaning but never bake localized labels.
12. VFX And Feedback Inventory
12.1 Global System VFX
| ID family | Required states |
|---|---|
VFX-AETHER |
dormant, directional flow, rupture, repair, branch split, stable junction |
VFX-GUARD |
gain, absorb, break, cap/waste |
VFX-WARD |
gain, absorb, shatter, cap/waste |
VFX-BREAK |
stability damage, near-break, break-open, recovery |
VFX-COMMAND |
charge gain, legal ready, target, spend, rejected/no spend |
VFX-CACHE |
item/value enter, risk exposed, partial loss, bank/closed clasp |
VFX-SUPPLY |
spend, insufficient, conversion, recovery result |
VFX-STRAIN |
gain one/two, cap, recovery, deploy blocked |
VFX-STATUS |
apply, tick, cleanse, resist, expire for each status family |
VFX-ROUTE |
forecast, select, commit, reroute, close, Anchor reached |
VFX-SAVE |
saving, saved, recovered, conflict, blocked; compact UI only |
12.2 Skill, Enemy, And Item VFX
- 72 active skills each own one effect geometry and one impact/final state;
- 36 profession passives own a restrained trigger marker;
- 30 character talents own an identity-linked marker;
- 100 enemy mechanics own a forecast and resolution manifestation;
- 160 behavior items own a trigger manifestation, which may reuse a global grammar but not conceal the item's specific cause;
- 8 bosses own phase-change language tied to chapter restoration materials.
Compatible effects share particles, line shaders, decals, and impact primitives. They do not share semantic shape when the underlying target/timing differs. Reduced-flash and low-power alternatives are designed with every effect, not generated as a later global filter.
13. Platform And Marketing Visuals
Platform images are produced only after an accepted runtime vertical slice. Required eventual assets:
- app icon master and platform crops, opaque and text-free;
- launch/first-frame transition using the accepted title identity;
- store feature/hero art derived from real characters and environments;
- platform screenshot sets showing real Guild, formation, route, battle, diagnosis, reward, and restoration states;
- accessibility/localization screenshots where store requirements permit;
- no concept mockup presented as gameplay.
14. Representative Dynamic Slice
Bulk production is frozen until this exact slice passes design, production, runtime, and owner review:
Slice: CH-01 windmill relay encounter and first service restoration.
| Boundary | Contract |
|---|---|
| First focal read | Bell-Feeder telegraph crossing the center wind lane |
| Second | Mara protecting Ilyo in the rear slot |
| Third | legal Retune Directive and one remaining Command charge |
| Canonical actors | CHR-001 Mara, CHR-002 Oren, CHR-003 Ilyo; EN-B001 as boss anchor |
| Manual action | inspect telegraph then commit Retune to the affected lane |
| Immediate result | forecast event moves, route pulse retunes, affected ally protection changes visibly |
| Automation | party standing actions execute deterministic formation/target rules |
| Bottleneck | one Command charge remains and Cache is exposed before next phase |
| Choice/failure | spend now or preserve; bad timing exposes knockback chain |
| Recovery/reward | diagnosis links first divergence to lane/Anchored counter; reward enters Cache |
| Persistent change | clinic or warning tower receives pulse and becomes active in Guild Yard |
Required slice layers: CH-01 boss-stage background/far/mid/playfield/foreground, three character rigs with relevant profession modules, boss rig, two supporting enemy identities, Directive and telegraph VFX, battle HUD, reward object, Cache, two restoration variants, and corresponding audio event candidates.
The fixed review bundle is a 20-30 second 1920x1080 normal-render capture plus opening, telegraph, Directive impact, pressure/failure, diagnosis, reward, restoration, English, zh_CN 130%, reduced-motion, and low-power frames. Static concept art cannot pass this gate.
15. Production Order
- Lock CH-01 palette, line, camera, material, and UI board.
- Lock Mara identity and common rig through idle/move/guard/hit/Directive response; reject identity drift before Oren/Ilyo.
- Lock one ordinary enemy and
EN-B001boss silhouette/mechanic. - Build the CH-01 boss stage from separated foundation, props, foreground, and state overlays.
- Produce one active-skill VFX, one enemy telegraph, Cache/reward, and restoration transition.
- Compose the dynamic slice in the interactive/runtime prototype and review at actual landscape play size.
- Only after slice acceptance, produce CH-01 full art, then chapter-sized batches with identity and asset audits.
- Produce platform/store visual assets from accepted runtime frames last.
16. Quantitative Audit
| Promised family | Authored count | Visual production coverage |
|---|---|---|
| Named adventurers | 30 | 30 identity packages, portrait sets, rigs, recruitment and arc states |
| Professions | 36 | 36 modular kits, 72 active-skill action/VFX contracts |
| Enemies | 100 | 100 identity/motion/telegraph packages; 8 expanded boss plans |
| Items | 320 | 320 objects, 188 wearable families, 160 behavior manifestations |
| Chapters | 8 | 88 master environment states, 200+ prop/object families |
| Narrative tableaux | n/a | 101 authored modular compositions |
| Achievements | 48 | 48 badges |
| Collections | 20 | 20 emblems/physical displays |
| Chapter visual screen families | 24 minimum | covered by the larger environment/narrative set |
Counts prove planned coverage only. They do not prove distinctness, production, integration, readability, animation quality, or fun.
17. Art Acceptance Gates
- Every identity is traceable to content and has no copied commercial expression or third-party asset.
- Character identity remains stable across portrait, hub, formation, battle, profession overlay, condition, and ending.
- Profession changes are visible without replacing named characters.
- All 100 enemy mechanics have distinct silhouettes and telegraphs.
- All 320 items have readable objects; all 160 behavior items show triggers.
- All eight chapters have separated, editable, compositionally distinct route, battle, boss, civic-choice, and restoration art.
- Battle and UI remain readable at 1280x720, busy state, high contrast, reduced motion/flashes, and low power.
- The CH-01 dynamic slice passes three-second identity, focal hierarchy, motion continuity, consequence, and persistent-change review.
- No source/generated file is called final before runtime and human review.
Human visual acceptance and all runtime/device/release states remain open.