placeholder-asset-pipeline
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English🇨🇳
Translation
ChinesePlaceholder 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
- inventory all entities that need visual representation for the current milestone
- generate placeholder assets (colored sprites for 2D, flat-color 3D primitives for 3D, procedural audio for sounds) at correct gameplay scale
- place placeholders in the same folder path and with the same file name that final assets will use
- wire placeholders into prefabs or scenes so the game is immediately playable
- document the replacement checklist — what to swap, where, and how to validate after swapping
- 盘点当前里程碑中需要视觉表现的所有实体
- 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
- 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
- 将占位资源接入预制件(prefabs)或场景,使游戏可立即运行
- 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. ) implement the concrete generation step using this skill's standards.
/unity-placeholders - Tracked asymmetry: Unity, Godot, and web have concrete placeholder generation commands (plus
/unity-placeholders,/scene-bootstrap,/godot-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./web-placeholders - 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 before acceptance so transparency and runtime-size issues are caught during the swap.
generated-raster-asset-pipeline - This placeholder pipeline is the DEFAULT and always-available asset path. AI generation (+
ai-asset-generation) 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./generate-assets
- 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)会遵循本技能的标准,实现具体的生成步骤。
/unity-placeholders - 已记录的差异:Unity、Godot和Web有具体的占位资源生成命令(搭配
/unity-placeholders,/scene-bootstrap,/godot-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。/web-placeholders - 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,以便在替换过程中发现透明度和运行时大小问题。
generated-raster-asset-pipeline - 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)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。/generate-assets