| name | prepare-game-art-handoff |
| description | Prepare game art assets for implementation handoff with style references, source/runtime file paths, atlas metadata, pivots, anchors, animation rows, collision assumptions, sorting layers, licensing, and validation checks. Use when art roles deliver assets to engineering, QA, game design, or documentation. |
When to use
Use when sprites, tiles, props, VFX, UI icons, parallax layers, generated concepts, pre-rendered assets, or isometric art need to move from concept or production into an engine/runtime workflow.
Workflow
- Read
../STYLE.md and any relevant .styles template before describing the handoff.
- Identify asset type, owner role, source file, runtime export, intended engine/runtime, and target scene or feature.
- Record metadata needed by implementation: dimensions, frame grid, atlas key, padding, pivot, anchor, origin, sorting layer, collision hints, animation names, loop rules, and compression expectations.
- For isometric assets, include projection, tile footprint, elevation unit, contact point, wall/roof/floor layer expectations, and occlusion strategy.
- Include validation evidence or required checks: style contract, readability, transparency, seams, animation playback, sorting, contrast, performance budget, and licensing.
- Name downstream responsibilities clearly so art, design, engineering, QA, and documentation do not infer hidden contracts.
Output
- concise handoff brief
- source and runtime asset paths
- metadata table or manifest-ready fields
- open questions and blocked assumptions
- validation checklist
- downstream role responsibilities
Commands
./commands/print-game-art-handoff-template.sh [asset-type] [engine]
./commands/print-isometric-production-checklist.sh [asset-type]
./commands/inspect-animation-sheet-folder.sh [folder] [cell-size]
./commands/validate-style-contract.sh [STYLE.md]