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Auto Warz — Asset List & Delivery Specification

Document Type: Art & Audio Reference Version: 0.1 Last Updated: 2026-03-03 Vault destination: 03_Art & Audio Parent Document: [01_Art Direction Document](<./01_Art Direction Document.md>) Related Documents: [02_Blender Pipeline & Asset Standards](<./02_Blender Pipeline & Asset Standards.md>) · [03_Prompt Library](<./03_Prompt Library.md>) Folder: 03_Art & Audio


Table of Contents


Purpose

This document is the master list of every art asset required for Auto Warz, the order in which they should be created, technical delivery specifications, and the status of each asset. Update the status tracker as assets are completed and approved.


Authority: [07_Art Direction Style Bible](<./07_Art Direction Style Bible.md>) for palette, surface finish and form language; [04_Factory & Resource System Design](<../01_Design Documents/04_Factory & Resource System Design.md>) for which buildings exist and their footprints. Where this document disagrees with either, they win.


Technical Specifications

3D Assets

Spec Value
File format Godot 4 .glb (glTF Binary)
Up axis Y-up — always enable in Blender export settings
Scale 1 Godot unit = 1 grid cell = 1 metre
Origin point Bottom-centre of building footprint
Materials StandardMaterial3D, PBR — roughness and metallic per Style Bible §1.9. No texture maps; surface interest comes from geometry.
Emissive elements Separate mesh named emissive_mesh
Faction badge Separate child mesh named badge_mesh — flat band at base
Animated parts Separate mesh per animated element
Particle spawn points Plain axis empties named [part]_particles
Polygon budget TBD during optimisation pass — keep lean

Naming Convention

Asset Type Pattern Example
Buildings bld_[id].glb bld_mining_drill.glb
Terrain ter_[name].glb ter_ground_base.glb
Resource nodes node_[id].glb node_metal_ore.glb
Characters chr_[id].glb chr_genesis.glb
UI icons icon_[id].svg icon_metal_ore.svg

Delivery Paths

res://assets/buildings/     → all bld_[id].glb files
res://assets/terrain/       → all ter_[name].glb files
res://assets/nodes/         → all node_[id].glb files
res://assets/characters/    → all chr_[id].glb files
res://assets/icons/         → all icon_[id].svg files
03_Art & Audio/concepts/    → approved concept PNGs

2D Icon Pipeline

Recraft / Leonardo AI → Vectorizer AI → Inkscape → .svg


Quality Checklist (per 3D asset)

Run this for every asset before marking it delivered:

  • Reads clearly from top-down camera at normal zoom
  • Reads clearly at maximum zoom-out distance
  • Greyscale test passed — identifiable by silhouette alone
  • badge_mesh child mesh present and correctly named
  • emissive_mesh present and glows correctly (if applicable)
  • Animated part meshes separated with correct pivot origins (if applicable)
  • Particle spawn empties present and named (if applicable)
  • Origin at bottom-centre of footprint
  • Scale correct — fits grid cells exactly
  • All transforms applied in Blender before export
  • Materials match Style Bible §1.9 roughness/metallic; no texture maps
  • Y-up enabled on export
  • File named correctly and saved to correct path

Delivery Priority Order

Priority 1 — Prove the Style ⬅ START HERE

These assets establish the visual standard for everything else. Do not proceed to Priority 2 until all three are approved. The Building Base comes first: every other building sits on it, so its proportions, chamfer and port band set the standard the rest must match.

Asset ID Grid Blender Notes
Building Base building_base kit Do this first. The universal donut base every building sits on. Port band 0.25 m inset on the top face (0.15 m for 1×1). Chamfer 0.04 m. Carries the base ring status band and the Mk accent tabs.
Mining Drill mining_drill 2×2 drill_mesh + drill_particles
Smelter smelter 3×3 exhaust_particles

Priority 2 — Core Extraction & Processing

Asset ID Grid Blender Notes
Crystal Extractor crystal_extractor 2×2
Biomass Harvester biomass_harvester 3×3
Water Extractor water_extractor 2×2
Gas Pump gas_pump 2×3
Refinery refinery 3×4 exhaust_particles
Chemical Plant chemical_plant 4×4 exhaust_particles
Wire Extruder wire_extruder 2×2
Assembly Machine assembly_machine 3×3 arm_mesh + spark_particles
Press Machine press_machine 2×3
Advanced Assembly advanced_assembly 4×4 arm_mesh + spark_particles
Advanced Press advanced_press 3×4

Priority 3 — Power, Storage & Research

Asset ID Grid Blender Notes
Coal Generator coal_generator 3×3 exhaust_particles
Fuel Generator fuel_generator 3×3 exhaust_particles
Solar Panel solar_panel 2×2
Accumulator accumulator 2×2
Core Power Station core_power_station 3×3 Most impressive power building
Tank storage_tank 2×2 Fluids and gases (Canonical §7)
Silo silo 1×1 Solids. Vertical column with a physical fill window. Was buffer_chest; "chest" is deprecated (Canonical §7).
Research Lab research_lab 3×3 antenna_mesh
Advanced Lab advanced_lab 4×4 antenna_mesh
Module Crafter module_crafter 3×3

Priority 4 — Logistics & Pipes

Asset ID Grid Blender Notes
Belt Segment belt 1×1 Very low profile
Router router 1×1 Replaces Splitter, Merger and Filter Splitter. Four ports, each INPUT/OUTPUT with an optional filter.
Underground Belt belt_underground 1×1 Belt variant, not a routing decision
Standard Pipe pipe_standard 1×1
Insulated Pipe pipe_insulated 1×1 Visually bulkier than standard
Underground Pipe pipe_underground 1×1
Fluid Pump fluid_pump 1×1

Priority 5 — Defence

Asset ID Grid Blender Notes
Basic Turret turret_basic 1×1 barrel_mesh — rotates to aim
Wall wall 1×1 Connects flush to adjacent walls
Gate gate 1×1 door_mesh — opens/closes

Priority 6 — Environment & Terrain

Asset ID Notes
Ground tile base ter_ground_base Cool blue-grey rocky, seamless tileable
Rock formation small ter_rock_small Low poly scattered obstacle
Rock formation large ter_rock_large More prominent obstacle
Crashed ship wreckage ter_crash_site Narrative start point, fixed asset
Alien territory border ter_alien_border Red glowing ground marker

Priority 7 — Resource Nodes

Asset ID Colour Notes
Metal Ore deposit node_metal_ore Rust-red brown Low mound, no glow
Silicon Crystal node_silicon Electric blue Tall crystal cluster, inner glow
Coal deposit node_coal Dark charcoal Flat low mound
Biomass growth node_biomass Muted teal-green Organic cluster, soft glow
Gas vent node_gas Acid yellow-green Ground crack, rising mist particles
Water pool node_water Blue-grey Flat reflective surface

Priority 8 — Characters

Asset ID Notes
Genesis Bot chr_genesis Use Leonardo AI — 5+ concepts before approving. thruster_mesh + thruster_particles. No faction badge.
Gravel Crawler chr_gravel_crawler Phase 1 alien. Use Leonardo AI.

Priority 9 — UI Icons (2D)

All icons produced via Recraft/Leonardo → Vectorizer AI → Inkscape pipeline.

Asset ID
Metal Ore icon_metal_ore
Silicon icon_silicon
Coal icon_coal
Biomass icon_biomass
Raw Chemical Gas icon_raw_chemical_gas
Metal Plate icon_metal_plate
Silicon Wafer icon_silicon_wafer
Fuel Cell icon_fuel_cell
Polymer icon_polymer
Copper Wire icon_copper_wire
Circuit Board icon_circuit_board
Hull Plating icon_hull_plating
Power Cell icon_power_cell
Drive Core icon_drive_core
Structural Frame icon_structural_frame
Coolant (fluid) icon_fld_coolant
Fuel (fluid) icon_fld_fuel
Liquid Metal (fluid) icon_fld_liquid_metal
Chemical Solvent (fluid) icon_fld_chemical_solvent
Science Drive Basic icon_sci_basic_drive
Science Drive Advanced icon_sci_advanced_drive
Science Drive Quantum icon_sci_quantum_drive

⚠️ Ten buildings in 04_Factory are deliberately absent from this list. The five environmental buildings (Incinerator, Recycler, Water Treatment, Air Scrubber, Soil Remediation) and five generators (Biomass Burner, Wind Turbine, Geothermal Tap, Nuclear Reactor, Core Power Station) have no decided footprint. Every row here needs a Grid value, so adding them would file ten assets nobody can build. They join this list once footprints exist. Tracked as OI-100 and OI-247.


Asset Status Tracker

Status: 🔲 Not started · 🎨 Concept in progress · ✅ Concept approved · 🔧 In Blender · 📦 .glb delivered · 🎮 In Godot · ✅ Done

Asset ID Concept .glb In Godot Notes
Mining Drill mining_drill 🔲 📦 🎮 Size fix pending
Smelter smelter 🔲 🔲 🔲 Priority 1 — do next
Crystal Extractor crystal_extractor 🔲 🔲 🔲
Biomass Harvester biomass_harvester 🔲 🔲 🔲
Water Extractor water_extractor 🔲 🔲 🔲
Gas Pump gas_pump 🔲 🔲 🔲
Refinery refinery 🔲 🔲 🔲
Chemical Plant chemical_plant 🔲 🔲 🔲
Wire Extruder wire_extruder 🔲 🔲 🔲
Assembly Machine assembly_machine 🔲 🔲 🔲
Press Machine press_machine 🔲 🔲 🔲
Advanced Assembly advanced_assembly 🔲 🔲 🔲
Advanced Press advanced_press 🔲 🔲 🔲
Coal Generator coal_generator 🔲 🔲 🔲
Fuel Generator fuel_generator 🔲 🔲 🔲
Solar Panel solar_panel 🔲 🔲 🔲
Accumulator accumulator 🔲 🔲 🔲
Core Power Station core_power_station 🔲 🔲 🔲
Storage Tank storage_tank 🔲 🔲 🔲
Buffer Chest buffer_chest 🔲 🔲 🔲
Research Lab research_lab 🔲 🔲 🔲
Advanced Lab advanced_lab 🔲 🔲 🔲
Module Crafter module_crafter 🔲 🔲 🔲
Belt Segment belt 🔲 🔲 🔲
IoConnector io_connector 🔲 🔲 🔲
Standard Pipe pipe_standard 🔲 🔲 🔲
Insulated Pipe pipe_insulated 🔲 🔲 🔲
Underground Pipe pipe_underground 🔲 🔲 🔲
Pipe Connector pipe_connector 🔲 🔲 🔲
Fluid Pump fluid_pump 🔲 🔲 🔲
Basic Turret turret_basic 🔲 🔲 🔲
Wall wall 🔲 🔲 🔲
Gate gate 🔲 🔲 🔲
Ground tile base ter_ground_base 🔲 🔲 🔲
Rock small ter_rock_small 🔲 🔲 🔲
Rock large ter_rock_large 🔲 🔲 🔲
Crash site ter_crash_site 🔲 🔲 🔲
Alien border ter_alien_border 🔲 🔲 🔲
Metal Ore node node_metal_ore 🔲 🔲 🔲
Silicon Crystal node node_silicon 🔲 🔲 🔲
Coal node node_coal 🔲 🔲 🔲
Biomass node node_biomass 🔲 🔲 🔲
Gas Vent node node_gas 🔲 🔲 🔲
Water Pool node node_water 🔲 🔲 🔲
Genesis Bot chr_genesis 🔲 🔲 🔲 Flying bot — large head, visor panel, no legs. Leonardo AI. thruster_particles only.
Gravel Crawler chr_gravel_crawler 🔲 🔲 🔲

Revision History

Version Date Changes
0.1 2026-03-03 Initial document — extracted and expanded from Art Direction Document stub. Full asset list across 9 priority tiers, technical specs, quality checklist, per-asset Blender notes, status tracker. Mining Drill current status reflected.