DCC production guide
Asset Planning Production Spec Guide
Direct answer: Create one production spec per asset family: classify the role, bind it to a Scale Reference, name the Master Asset, list every Derived Asset, define Modular Kit sockets and Destructible Asset states, then freeze the Delivery Package manifest before modeling moves past Blockout.
Delivery PackageBackground AssetBlockoutDerived AssetDestructible Asset
Role taxonomy before modeling
Do not open the DCC file until the role is named. A Hero Asset needs close-camera topology, authored texel density, collision review, and screenshot evidence. A Background Asset accepts merged materials, lower silhouette cost, and broader LOD bands. A Placeholder Model is only a scheduling object; it must still carry origin, bounding box, naming prefix, and the intended replacement owner so layout files do not become permanent junk.
Master-derived ownership
Pick one Master Asset and make every Derived Asset declare what it inherits: pivot, scale, material slots, collision family, and export folder. Derived files may change silhouette, damage state, or trim variation, but they should not invent new socket names or shader channels without a spec revision.
If related crates import with different origins, lightmap density, or material slot order, restore the master invariants and re-export every derivative against one manifest.
Modular kit contracts
For a Modular Kit, the spec must include grid unit, snap axis, allowed overhang, seam hiding method, and forbidden rotations. A wall kit with 2 m grid pieces cannot quietly include a 1.97 m corner because the error compounds across a room. Write whether sockets are centerline, face-aligned, or pivot-aligned, then include a one-room assembly screenshot as evidence.
Destructible state planning
A Destructible Asset needs state names before fracture work starts: intact, damaged, broken, debris, and disabled collision are common states. Define which state owns collision, which owns VFX anchors, and whether damage swaps are mesh replacements or material toggles. Put shard count, minimum piece size, and gameplay blocker rules in the spec.
Do not let a visual fracture tool decide production behavior. If broken pieces can trap a player, the spec needs collision simplification and navmesh evidence, not prettier cracks.
Blockout acceptance gate
Blockout review should answer scale, silhouette, traversal, camera readability, and package scope. It should not argue bevel quality. Capture the asset next to the Scale Reference, test the expected camera distance, and write which role fields are already locked.
A Blockout can pass with gray material, but it fails if pivot, footprint, or interaction clearance is unknown. Those values are expensive to repair after downstream placement begins.
Delivery package manifest
The Delivery Package should list source file, exported meshes, texture folders, collision files, preview images, validation report, and unresolved dependencies. Include version, unit scale, forward/up axis, material slot order, and the reviewer who accepted it. For large families, add a manifest row per Derived Asset so missing variants are visible before engine import.
Breakable door planning
Example: make a breakable sci-fi door panel the Master Asset. Classify the trailer version as Hero Asset and corridor repeats as Background Asset derivatives, while preserving hinge, pivot, sockets, scale, and material slots in the Delivery Package.
Asset family drift and proof
Symptoms include reimport offsets, duplicate materials, variants that no longer snap, render collision on broken pieces, or missing source files. Restore master invariants, regenerate derivatives, reassemble the modular test, and attach before-after engine screenshots.
Evidence: manifest diff, Scale Reference viewport, engine screenshot, validator output, and accepted role note.
Asset planning terminology
| zh | en | ja | Production context |
|---|---|---|---|
| 交付包 | Delivery Package | 納品パッケージ | 资产规划、规范与美术生产 |
| 背景资产 | Background Asset | 背景アセット | 资产规划、规范与美术生产 |
| 白模 | Blockout | ブロックアウト | 资产规划、规范与美术生产 |
| 派生资产 | Derived Asset | 派生アセット | 资产规划、规范与美术生产 |
| 可破坏资产 | Destructible Asset | 破壊可能アセット | 资产规划、规范与美术生产 |
| 英雄资产 | Hero Asset | ヒーローアセット | 资产规划、规范与美术生产 |
| 母版资产 | Master Asset | マスターアセット | 资产规划、规范与美术生产 |
| 模块化套件 | Modular Kit | モジュラーキット | 资产规划、规范与美术生产 |
| 占位模型 | Placeholder Model | プレースホルダーモデル | 资产规划、规范与美术生产 |
| 比例尺 | Scale Reference | スケール | 资产规划、规范与美术生产 |
Asset Planning Production Spec Guide FAQ
How should a team choose between Hero Asset and Background Asset?
Choose by review consequence, not object size. If the asset affects close-camera quality, gameplay clarity, trailer framing, or monetized screenshots, classify it as Hero Asset; otherwise cap it as Background Asset with simpler evidence and lower iteration budget.
What must be inside a Delivery Package manifest?
Include source files, exports, texture folders, collision or destruction files, preview screenshots, validation output, version, unit scale, material slot order, and every Derived Asset expected by the build.
When is a Placeholder Model safe to keep in production?
It is safe only when it preserves origin, scale, footprint, naming, and replacement owner. A placeholder without those fields should be treated as layout risk, not production art.