Original assets should feel like neighbors: related shapes, materials and scale, with more graphical depth. The final palette, resident proportions and detail level remain open.
The hut is an approved individual asset. Gameplay shows what exists; the trees are candidates. Earlier room concepts remain exploratory.
SOURCE COLORS
A little continuity.
Existing material RGB values, inspected 16 October 2026. These are source swatches, not lit screenshot colors or a final approved palette.
Cream#eedec0
Roof#b96c52
Wood#815b49
Leaf#72a375
LeafLight#a1c185
Bark#8c7052
Gold#e4b65d
Stone#bcc6ad
PRACTICAL ASSET RULES · PROVISIONAL
Make it belong.
Readable shapes
Start with large, softened forms. Check the silhouette at village distance, beside residents and doors.
Related surfaces
Warm, mostly matte color groups are a provisional starting point. More depth does not automatically mean realistic microdetail.
Reusable pieces
Make one clean asset at metre scale with a ground-level pivot. Unity handles placement, clusters and size variation.
Preserve identity
Keep residents recognizable. New proportions and character animation need their own brief.
Review in context
Compare shape, scale, materials and detail beside the references. Check visual fit and technical import separately.
Keep the source
Retain editable originals, textures and provenance. Set geometry and texture budgets for the actual camera and platform.
A SMALL BRIEF
Before making a piece.
Name its purpose, reference and status, silhouette, dimensions, materials, delivery format and motion scope. Choose limits for that asset; no universal polygon or texture budget is settled.
THE NEXT ART QUESTION
How much leaf detail?
Compare simple matte crowns with denser textured foliage. Neither candidate defines the global style yet.
Public edition of the asset art bible and design board · 16 October 2026. Original evidence keeps its historical status; later approval of the hut does not rewrite its capture record.