Visual canon · §22

Production asset hierarchy

For a recruit:

  1. Character design master — hand-drawn illustration.
  2. Gameplay sprite master — high-detail illustrative pixel art.
  3. Animation sheet — the same sprite identity across key poses.
  4. Unity — timing, lighting, shadows, VFX.

For environments:

  1. Environment master — a high-detail generated image.
  2. Depth / layer separation.
  3. Unity — parallax, fog, lighting, effects.

Amended D-080, D-081, D-082 The recruit chain runs once per Active (steps 1–3), and separately per portrait for the library. The environment chain produces at least three layers — foreground, combat band with its proxy deck, Tower background.