placeholder-asset-pipeline

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Placeholder Asset Pipeline

占位资源流水线

Purpose

目的

Define creation, naming, and replacement rules for placeholder assets so the game is visually testable and gameplay-verifiable before final art, audio, or VFX assets are produced.
定义占位资源的创建、命名和替换规则,以便在最终美术、音频或VFX资源制作完成前,即可对游戏进行视觉测试和玩法验证。

Use When

适用场景

  • core systems are implemented but no final assets exist yet
  • the game needs to be runnable for playtesting or QA before art delivery
  • new entities are added and need immediate visual representation for testing
  • final assets are being swapped in and the drop-in replacement path needs validation
  • 核心系统已实现,但尚未制作最终资源
  • 需要在美术资源交付前让游戏可运行,用于玩法测试或QA
  • 添加了新实体,需要立即提供视觉表现以进行测试
  • 正在替换最终资源,需要验证直接替换的路径是否可行

Inputs

输入项

  • entity list from the GDD or milestone plan (player, enemies, collectibles, environment, UI)
  • gameplay scale and collision requirements per entity
  • folder structure and naming convention from the art bible or project setup
  • target platform constraints (resolution, texture budget)
  • 来自GDD或里程碑计划的实体列表(玩家、敌人、收集品、环境、UI)
  • 每个实体的玩法比例和碰撞需求
  • 美术手册或项目设置中的文件夹结构与命名规范
  • 目标平台限制(分辨率、纹理预算)

Process

流程

  1. inventory all entities that need visual representation for the current milestone
  2. generate placeholder assets (colored sprites for 2D, flat-color 3D primitives for 3D, procedural audio for sounds) at correct gameplay scale
  3. place placeholders in the same folder path and with the same file name that final assets will use
  4. wire placeholders into prefabs or scenes so the game is immediately playable
  5. document the replacement checklist — what to swap, where, and how to validate after swapping
  1. 盘点当前里程碑中需要视觉表现的所有实体
  2. 生成占位资源(2D用彩色精灵,3D用纯色基础几何体,音频用程序化生成音频),并匹配正确的玩法比例
  3. 将占位资源放置在最终资源将使用的相同文件夹路径下,并使用相同的文件名
  4. 将占位资源接入预制件(prefabs)或场景,使游戏可立即运行
  5. 记录替换检查清单——需要替换哪些内容、替换位置,以及替换后的验证方式

Outputs

输出项

  • placeholder assets for all milestone entities (sprites or 3D primitives, prefabs/scenes, procedurally generated audio clips)
  • drop-in replacement guide (file paths, naming, validation steps)
  • scene or prefab configuration with placeholders wired and playable
  • replacement validation checklist
  • 所有里程碑实体的占位资源(精灵或3D基础几何体、预制件/场景、程序化生成的音频片段)
  • 直接替换指南(文件路径、命名规则、验证步骤)
  • 已接入占位资源且可运行的场景或预制件配置
  • 替换验证检查清单

Quality Bar

质量标准

  • every placeholder uses the exact name and path that the final asset will use — zero code changes on swap
  • placeholder scale matches gameplay requirements — colliders and physics work correctly
  • the game is fully playable with placeholders alone — no missing references or null errors
  • the replacement guide is complete enough that a non-programmer can swap assets
  • 每个占位资源都使用最终资源将采用的精确名称和路径——替换时无需修改任何代码
  • 占位资源的比例符合玩法需求——碰撞体和物理效果可正常工作
  • 仅使用占位资源即可完整运行游戏——无缺失引用或空值错误
  • 替换指南足够详尽,非程序员也能完成资源替换

Common Failure Modes

常见失败模式

  • placeholder names that do not match the final asset convention, causing rework on swap
  • incorrect scale that makes gameplay testing unreliable
  • missing placeholder for an entity that blocks testing of a system
  • placeholders wired into code by reference rather than by name, breaking the drop-in path
  • 占位资源名称不符合最终资源的规范,导致替换时需要返工
  • 比例不正确,使玩法测试结果不可靠
  • 某个实体缺少占位资源,阻碍了系统测试
  • 通过引用而非名称将占位资源接入代码,破坏了直接替换的路径

Related Agents

相关Agent

  • 2d-artist
  • technical-artist
  • unity-reviewer
  • godot-reviewer
  • web-reviewer
  • 2d-artist
  • technical-artist
  • unity-reviewer
  • godot-reviewer
  • web-reviewer

Related Commands

相关命令

  • unity-placeholders
  • godot-placeholders
  • web-placeholders
  • scene-bootstrap
  • art-2d-pass
  • unity-placeholders
  • godot-placeholders
  • web-placeholders
  • scene-bootstrap
  • art-2d-pass

Related Skills

相关技能

  • generated-raster-asset-pipeline
  • ai-asset-generation
  • generated-raster-asset-pipeline
  • ai-asset-generation

Notes

注意事项

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
  • This skill is engine-neutral. Engine-specific placeholder commands (e.g.
    /unity-placeholders
    ) implement the concrete generation step using this skill's standards.
  • Tracked asymmetry: Unity, Godot, and web have concrete placeholder generation commands (
    /unity-placeholders
    plus
    /scene-bootstrap
    ,
    /godot-placeholders
    ,
    /web-placeholders
    ), each covering 2D sprites, 3D primitives, and procedural audio. An Unreal equivalent is a deliberate pending decision, not an oversight — until it exists, apply this skill's standards manually there.
  • 3D placeholders are procedural primitives (box, sphere, capsule, plane) with one flat-color material per entity category, at correct gameplay scale with matching collision so physics, navigation, and camera framing are testable before final models exist.
  • Audio placeholders should be procedurally generated (sine waves, square waves, noise, pitch sweeps) — not silent stubs. A placeholder sound that represents the intended audio event (e.g. a rising tone for a coin collect, a short burst for a jump) makes gameplay testing far more effective than silence.
  • If placeholders are later replaced with generated raster art, hand off to
    generated-raster-asset-pipeline
    before acceptance so transparency and runtime-size issues are caught during the swap.
  • This placeholder pipeline is the DEFAULT and always-available asset path. AI generation (
    ai-asset-generation
    +
    /generate-assets
    ) is an optional upgrade that only applies when a provider API key is present; when it is absent, this pipeline is the complete workflow, unchanged. Generated assets, when used, drop onto the exact names and paths produced here.
  • 保持本技能与相关规则层及当前项目文档一致。
  • 如果引擎特定限制对工作流产生重大影响,移交至匹配的引擎技能或引擎特定审核人员处理。
  • 本技能是引擎无关的。引擎特定的占位资源命令(如
    /unity-placeholders
    )会遵循本技能的标准,实现具体的生成步骤。
  • 已记录的差异:Unity、Godot和Web有具体的占位资源生成命令(
    /unity-placeholders
    搭配
    /scene-bootstrap
    /godot-placeholders
    /web-placeholders
    ),分别覆盖2D精灵、3D基础几何体和程序化音频。Unreal的等效命令是故意延后的决策,并非遗漏——在其推出前,需手动应用本技能的标准。
  • 3D占位资源为程序化基础几何体(立方体、球体、胶囊体、平面),每个实体类别使用一种纯色材质,比例符合玩法需求并匹配碰撞体,以便在最终模型完成前即可测试物理效果、导航和相机取景。
  • 音频占位资源应采用程序化生成(正弦波、方波、噪音、音调扫频)——而非静音占位符。能代表预期音频事件的占位音效(例如收集硬币时的升调、跳跃时的短促音效)比静音更能提升玩法测试的效果。
  • 如果后续用生成的光栅美术替换占位资源,在验收前移交至
    generated-raster-asset-pipeline
    ,以便在替换过程中发现透明度和运行时大小问题。
  • 本占位资源流水线是默认且随时可用的资源路径。AI生成(
    ai-asset-generation
    +
    /generate-assets
    )是可选升级,仅当存在提供商API密钥时适用;若无API密钥,本流水线即为完整工作流,无需修改。生成的资源使用时,会直接放入本流水线指定的精确名称和路径下。