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Tech Art
github-actions[bot] edited this page May 24, 2026
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The seam between art and engine. Pipelines that need both disciplines to land sit here: the painted sprite that the runtime tints, the authored animation that the rig drives, the LUT that the artist tunes and the shader that applies it.
The bible says what the work feels like. The art-side pipeline says how a sprite gets delivered. The engine-side scenes say how a node behaves. Tech art is the work in between: the contract that lets a painting and a shader meet without either side losing.
- Colour grade pipeline: per-style and per-venue LUTs, the authoring contract for neutral sprites, and the runtime shader that applies the grade.
- Art tech pipeline: asset delivery, import settings, folder structure, performance budgets.
- Artist tech context: the engine the world is painted into.
- World bible: the design the rendering serves.
Contributing
The game
The Cast
Process
Reference