u/Feisty_Employee_9003

Hey everyone!

Have you ever worked with a solid “project specs” doc for assets? (Unity/URP/mobile etc.)

I’m trying to set one up so artists don’t run into issues later, but not sure what’s actually useful vs just noise.

What kind of specs made the biggest difference for you?
Anything you wish was clearly defined from the start?

Thinking about stuff like:

  • texture limits
  • shader rules
  • VFX constraints
  • naming/structure

Curious what actually matters in real projects.

reddit.com
u/Feisty_Employee_9003 — 13 days ago

Hey! As a tech artist I’ve been talking to a few game devs/artists and noticed a recurring issue: assets produced by artists look great but end up not being engine-ready (wrong scale/orientation, sprite sheet layout issues, normals, etc.).

Curious how common this actually is:

  • How often do you run into this kind of problem?
  • When it happens, how much rework does it usually cause?
  • Do you typically catch it early, or only after handing things off?

Also wondering: would something like a small “pre-check” tool be useful?
Like: you describe what you’re making (e.g. Unity UI sprite, VFX, character asset), and it tells you upfront what format/specs to follow.

Or is this already solved well enough by your current workflow?

reddit.com
u/Feisty_Employee_9003 — 14 days ago