Skip to content

Ludo Atlas · Art & Audio Handbook

Positioning: a production handbook about making the visuals "watchable" and the sound "punchy", covering art direction and specs, 2D/3D/UI pipelines, technical art basics, audio design and implementation, and delivery specs. Companions: Game Design Handbook (game feel and feedback) · Production Handbook (outsourcing process) · Resources (tools and asset sites, §2.2-2.6, §5) · Pitfalls & Anti-patterns (art/audio chapters). Audience: developers who did not come from art but want to ship a complete game, and art leads on small teams; this does not replace a systematic art course — the emphasis is on pipelines and specs.


1. Art Direction and the Art Bible (do this before production starts)

  • Mood board: collect 8–15 references (color/composition/brushwork/lighting) and mark "what we want / what we don't"; produce 1–2 "target mockups" (hire an artist, or paint them yourself until they are presentable).
  • Art Bible minimum set: palette (primary/secondary/semantic colors) · line and brushwork rules · lighting and value hierarchy · resolution and spec sheets · naming conventions · reference gallery (including a "counter-examples" section).
  • Style = a combination of constraints: a limited palette, consistent outlines, one light direction. "Restraint" reads as more professional than "piling on detail".
  • Feasibility check: for every style decision, ask "how long does one asset take? And 100 of them?", because the style must be mass-producible (see the art workload pitfall in Pitfalls & Anti-patterns).

2. 2D Pipeline

2.1 Three 2D Styles and Their Specs

Style Key specs Tools Watch out
Pixel art Fixed internal resolution (e.g. 320×180); unified PPU (pixels per unit); palette limits; pixel-perfect camera Aseprite/Pixelorama/LibreSprite Non-integer scaling blurs; rotate/scale in integer steps where possible
Hand-drawn/cartoon Consistent outlines and brushes; layering (line art / base color / shadow / effects) Krita/Photoshop/Procreate Layer conventions and export (PSD → layered import into the engine)
Vector/flat SVG/assets built from shapes and color; consistent strokes Inkscape/Affinity/Illustrator Engines usually rasterize on import; fix your resolution tiers in advance

2.2 2D Animation

  • Frame animation: frame-count conventions (8/12/24 fps are common), loop and non-loop animations separated, squash & stretch keyframes.
  • Skeletal animation: Spine/DragonBones (→ Resources §2.4); re-skinning and part swaps are cheap, which suits producing characters at volume; lock down the skeleton import pipeline into the engine.
  • Procedural assistance: tweened parameter animation (translation/scale/skew) replaces a large share of hand-drawn inbetweens — cheaper and tunable.
  • Animation acceptance: check both frame-by-frame playback and in-game playback on the target build (sprite sheets mask problems).

2.3 Sprite Slicing and Import

  • Atlas planning: group by scene/function, reserve suffix conventions (_n normal, _e emissive); guard transparent edges against bleed (2–4px padding prevents sampling fringes).
  • Naming example: char_hero_idle_01.png (category_subject_action_index); script the import settings (filtering/compression/anchor).

3. 3D Pipeline

3.1 Modeling Conventions (programmer-friendly hard constraints)

Item Example spec Why
Units and facing 1 unit = 1 meter; face +Z (per engine convention) Physics and animation compatibility
Poly budget Characters 5k–30k tris (tiered by platform); modular scenes Performance budget (Programming Handbook §3.1)
UVs No overlap, margins kept, consistent orientation Baking and texture reuse
Naming SM_/SK_/M_/T_ prefixes (static mesh/skeletal/material/texture) Batch processing and automated lookup
Pivot Bottom center (characters/props) Spawn and placement efficiency

3.2 Textures and Materials (PBR minimum concepts)

  • PBR maps: Albedo (no lighting information) · Roughness · Metallic · Normal · AO (optional).
  • Texture specs: power-of-two sizes (512/1024/2048); compress per platform (desktop BC/ASTC, mobile ASTC/ETC2); texture atlases and channel packing (e.g. Metallic-Smoothness combined).
  • Material count control: fewer material types are easier to optimize; use a parameterized Master Material plus instances.

3.3 Animation and Retargeting

  • 3D animation basics: keyframe animation (for a small number of actions) vs skeletal animation; Mixamo for fast prototyping (→ Resources §2.3).
  • Retargeting: conventions for sharing animations across different skeletons (naming conventions, T-pose, proportions) — settle the skeleton first, then mass-produce animations.
  • Align the animation state machine (engine side) with the art deliverables: an action list (Idle/Walk/Run/Turn/Jump/Fall/Attack×N/Hit/Death…) plus loop/event points (footstep points/hit frames).

3.4 Level/Environment Art

  • Modular kits: standard meshes (walls/floors/corner pieces) combine into scenes; the 45° texture orientation trick for reuse.
  • Lighting and atmosphere: lightmap vs real-time GI trade-offs; fog/skybox/post-processing (bloom/tonemapping) to unify the look.
  • Performance: occlusion culling, LOD chains (LOD0-3), distant impostors.

4. UI and Graphic Design

  • 9-slice: export buttons/panels by stretch regions; cover all four states (normal/hover/pressed/disabled).
  • Icon system: one shared grid (e.g. 24/32/48), pick either line or filled style; export SVG plus multi-scale bitmaps.
  • Fonts and typography: distinct fonts for headings/body/numerals; CJK–Latin mixed typesetting, line height, outline and shadow contrast rules; minimum readable size (mobile: ≥ 12sp for regular text).
  • Resolution strategy: anchors (edge elements pinned to the edges, dialogs centered) + proportional scaling (core area scaled uniformly) + an adaptation checklist for ultrawide/narrow screens; keep the UI consistent with the 3D world's feel (color tone/corner radius/materials).

5. Technical Art Primer (the Bridge Between Programming and Art)

  • Shader mental model: vertex shader (position/deformation) → rasterization → fragment shader (color/lighting); learn to "tune parameters" (material instances) first, then to "write logic".
  • Common effects: particle systems (emission/lifetime/curves), flipbook effects, trails, dissolve/rim light (common shader prefabs).
  • Effect performance: overdraw ranking (full-screen post-processing > large particles > translucent UI); effect tiers (disable post-processing and lower particle density on low-end devices).
  • Asset convention enforcement: import validation scripts (oversized textures/wrong naming/wrong material types → CI warnings); a TA's output is not the effects themselves, it is "the pipeline that keeps art mass-production from going off the rails".

6. Art Outsourcing and Asset Usage (process)

  1. Requirements package: reference images + spec sheet (size/format/layers/naming) + delivery format + acceptance criteria (quantifiable: e.g. "three-view proportions consistent, palette matches the Art Bible").
  2. Paid test: order one test piece first (paid); go to batch production only once style and communication pass.
  3. Milestones and acceptance: staggered delivery (draft → line art → coloring → final), confirm each stage before continuing; source files (PSD/Blender) must be handed over.
  4. Archiving: an asset ledger (source/author/license/modification record), including AI-generation records (see the Legal, Patents & Competition / Pitfalls & Anti-patterns).

  5. Using asset sites (Kenney/Aigei, etc.) → Resources §5; check the license of every asset and keep the proof.

7. Audio Design (from the sound designer's perspective)

  • Feedback layers (layer first, then design the sounds):
Layer Examples Principle
Core feedback Jump/hit/pickup/taking damage Must be clear, distinct and low-latency; top priority
Status cues Low health/ability ready/countdown Loopable but restrained; avoid fatigue
Ambience Wind/water/crowds/machines Builds space and mood; the lowest volume layer
UI sounds Click/confirm/error Short, light, one unified timbre family
Music BGM/dynamic music The emotional carrier (§8)
  • Dynamic mixing: bus structure (Master→Music/SFX/Voice/UI); sidechain/ducking (music automatically ducks under dialogue); priority and concurrency caps (Programming Handbook §2.7).
  • Spatialization: 2D games simplify it (left-right panning); 3D uses distance attenuation + reverb zones (switching between indoor/cave).

8. Music Design

  • Structure: loops (seamless head-to-tail) · transition stingers (event-triggered) · layers (base/tension/combat, stacked).
  • Three modes of adaptive music: vertical layering (stacking within the same track), horizontal re-sequencing (switching section order), transition bridges (in/out points); build the simplest layering first, and complicate it only after validating.
  • Tied to gameplay: music intensity follows combat/exploration state (parameterized, not hard cuts); reserve "phase transition" sections in boss music.
  • Production options compared: custom composition (best quality and fit) · royalty-free libraries (fast, cheap, prone to duplicate tracks) · AI generation (fast; mind licensing and disclosure, see the Legal, Patents & Competition). The license must cover: worldwide/perpetual/commercial/editable.

9. Audio Implementation (the interface between programming and audio)

  • Event-driven playback: game code emits semantic events (footstep_grass, ui_confirm), and the audio side decides the concrete samples and randomization — decoupled, and it lets audio iterate independently.
  • Middleware concepts (FMOD/Wwise, see Resources §2.6): events · parameters (intensity/environment) · snapshots (state switching) · buses.
  • Implementation checklist: audio pool and concurrency caps, streaming (long music), pause/scene-transition handling, music that persists across scenes, settings (master volume/category volumes/mute toggle defaults).
  • Performance notes: decode cost (CPU for decoding compressed formats), memory (audio caches), background audio behavior on mobile.

10. Delivery Specs and Checklists

10.1 Spec Sheet (agree with art/audio before work starts)

Asset type Spec items Example standard
2D art Size/format/PPU/naming PNG, 2x art @PPU 100, ui_icon_sword@2x.png
3D models Units/poly count/UVs/naming/pivot Metric, characters ≤15k tris, SM_ prefix
Textures Size/channels/compression 1024 power-of-two, Albedo+Normal+RMA packed
Audio Format/loudness/sample rate/looping OGG (music)/WAV (short SFX), unified target loudness (LUFS standard), seamless loop points
Fonts License/subsetting/fallback Keep records of free commercial licenses; subset by language to reduce size

10.2 Pre-launch Checklist

  • Spot-check all assets for Art Bible consistency (palette/style/size)
  • All assets follow naming and directory conventions (scannable by script)
  • Atlas/material/audio category budgets not exceeded (Programming Handbook §3.1)
  • Audio loudness unified, loops seamless, settings items work
  • Asset and AI-asset ledger complete (license proof + modification record)
  • Low-end/mobile fallback paths verified (effects/post-processing/texture tiers)
  • UI tested at all resolutions + multilingual overflow tested

Further reading: art learning resources (Saint11 pixel art tutorials, Gnomon, ArtStation, etc.) are listed in Resources §3 and the standalone art resources list.