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aetherbound-guild/docs/presentation/ART_ASSET_AND_ANIMATION_CATALOG.md
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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:

  1. brace: block, intercept, anchor, protective link;
  2. strike: close weapon, tool impact, displacement;
  3. release: projectile, thrown marker, signal shot;
  4. inscribe: spell, clause, research, cadence action;
  5. deploy: device, path, decoy, standing field;
  6. 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 B item;
  • 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, or rear_shift_and_fade actor 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

  1. Lock CH-01 palette, line, camera, material, and UI board.
  2. Lock Mara identity and common rig through idle/move/guard/hit/Directive response; reject identity drift before Oren/Ilyo.
  3. Lock one ordinary enemy and EN-B001 boss silhouette/mechanic.
  4. Build the CH-01 boss stage from separated foundation, props, foreground, and state overlays.
  5. Produce one active-skill VFX, one enemy telegraph, Cache/reward, and restoration transition.
  6. Compose the dynamic slice in the interactive/runtime prototype and review at actual landscape play size.
  7. Only after slice acceptance, produce CH-01 full art, then chapter-sized batches with identity and asset audits.
  8. 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.