Auto Warz โ AI Toolchain & Development Pipeline¶
Document Type: Reference / Toolchain Version: 1.0 Status: Living Document โ update as tools evolve Last Updated: 2026-08-30 Vault destination:
05_ReferenceParent Document:[01_Master GDD](<../01_Design Documents/01_Master GDD.md>)Referenced In:[03_Prompt Library](<../03_Art & Audio/03_Prompt Library.md>)
Table of Contents¶
- #Overview
- #Toolchain by Discipline
- #Vault Structure
- #Asset Naming
- #Toolchain Principles
- #Licensing Checklist
- #Revision History
Overview¶
Auto Warz is developed solo with AI tools acting as force multipliers across every discipline. The developer retains full creative and architectural control โ AI generates, the developer curates and decides.
Core Principle: AI assistance may effectively double productive output but does not replace human judgment on architecture, design, balancing, or quality control.
This document owns the tools. Art style is owned by
[07_Art Direction Style Bible](<../03_Art & Audio/07_Art Direction Style Bible.md>), prompts by[03_Prompt Library](<../03_Art & Audio/03_Prompt Library.md>), and asset specifications by[05_Asset List & Delivery Specification](<../03_Art & Audio/05_Asset List & Delivery Specification.md>). Where this document and one of those disagree, the other wins โ this one is about which software to open, not what to make with it.
Toolchain by Discipline¶
๐ง Programming & Systems¶
| Tool | Use Case | Notes |
|---|---|---|
| Claude Code | System design, implementation, refactoring, debugging, review, and documentation | The coding environment. Works directly in the repository rather than suggesting into an editor |
| Claude (chat) | Design conversation, architecture reasoning, balancing discussion | For thinking before building. Decisions land in the vault, not in chat history |
Workflow: 1. Design the system in plain language and record the decision in the vault 2. Implement with Claude Code, in the repository 3. Review, test, and debug โ always the developer's responsibility 4. Update the design document and the open-items register in the same pass
โ ๏ธ Never blindly accept AI-generated code. Always understand what it does before committing it.
Changed 2026-08-30. This section previously described a Claude.ai designs, GitHub Copilot implements split. That workflow is over: Claude Code does the implementation directly, and it rewrote the AI instruction baseline in
AGENTS.mdon 2026-08-26. The split survives nowhere in practice and is recorded here only so its absence is not read as an oversight.
๐จ Concept Art & Visual Development¶
| Tool | Use Case | Notes |
|---|---|---|
| Recraft | Building concepts, terrain, resource nodes | Primary workhorse for building concept generation |
| Leonardo AI | Character art, alternates when Recraft misses | Better for Genesis and expressive character outputs |
| Vectorizer AI | Raster โ SVG conversion | All UI icons and 2D flat elements go through this |
| Inkscape | SVG cleanup and colour adjustment | Free. Final polish step for all vector assets |
Workflow:
1. Check the style in [07_Art Direction Style Bible](<../03_Art & Audio/07_Art Direction Style Bible.md>) first
2. Generate the concept in Recraft using the master style prompt from [03_Prompt Library](<../03_Art & Audio/03_Prompt Library.md>)
3. If Recraft misses โ try Leonardo AI as alternate
4. Save approved prompts back to [03_Prompt Library](<../03_Art & Audio/03_Prompt Library.md>) โ prompts are assets
5. Send the approved concept to the art designer as a Blender reference
โ ๏ธ The master style prompt is not reproduced here. It lived in this document as a copy and went stale โ it still specified the deleted cel-shader direction, thick dark outlines and flat untextured faces.
[03_Prompt Library](<../03_Art & Audio/03_Prompt Library.md>)is its only home. Its replacement is OI-249 โ[07_Art Direction Style Bible](<../03_Art & Audio/07_Art Direction Style Bible.md>)ยง4, the Concept Prompt Template, currently Pending. Applying it to the ~40 prompts already in the library is OI-045.
๐งฑ 3D Modelling & Game Assets¶
| Tool | Use Case | Notes |
|---|---|---|
| Blender | Low poly modelling, UV, export | The art designer builds all .glb assets here from AI concept references |
Workflow:
1. Approve the concept in Recraft or Leonardo
2. Art designer builds the low poly .glb in Blender matching the concept
3. Import to Godot 4
4. Apply the standard PBR material with its emission mask
5. Add the separate emissive_mesh child that [05_Asset List & Delivery Specification](<../03_Art & Audio/05_Asset List & Delivery Specification.md>) requires
6. Pass the quality checklist in [05_Asset List & Delivery Specification](<../03_Art & Audio/05_Asset List & Delivery Specification.md>)
7. Commit to res://assets/buildings/bld_[id].glb
โ ๏ธ No AI-to-3D tools in this pipeline. Meshy and CSM were evaluated and removed. Recraft and Leonardo generate concept references only โ all 3D is hand-modelled in Blender.
Changed 2026-08-30. Two steps were removed rather than edited. "Apply cel-shader material" and the note calling the cel-shader "the single most important visual system โ never skip it" both describe a direction that no longer exists:
00_Canonical Design Factsยง6 is clean chamfered hard-surface, matte, standard PBR plus emission mask, no cel-shader and no outlines. Thebadge_meshfaction badge band step went the same way (OI-250).
๐ต Music & Soundtrack¶
| Tool | Use Case | Notes |
|---|---|---|
| Suno | Full track generation from text prompts | Best for ambient, looping background music. Specify BPM, mood, instruments |
| Udio | Alternative full track generation | Use if Suno output does not fit โ different training data, different strengths |
| Audacity | Loop-point editing, export | Free |
Workflow: 1. Define music direction per game layer: - Planet = industrial / ambient - Space = expansive / ethereal - War = tense / driving 2. Generate 5โ10 variations per track type 3. Select the best, export, loop-point edit in Audacity 4. Implement in engine with dynamic crossfade between states
Direction per layer:
| Layer | Prompt Direction |
|---|---|
| Planet | Industrial ambient, mechanical rhythms, optimistic tone, loopable, ~90 BPM |
| Space | Expansive, ethereal, sparse synths, sense of wonder, loopable |
| War | Tense, driving percussion, brass stabs, urgent energy, loopable |
โ ๏ธ Always verify commercial licensing terms of AI music tools before shipping. Suno and Udio terms change โ check at time of release.
๐ Sound Effects & Audio¶
| Tool | Use Case | Notes |
|---|---|---|
| ElevenLabs | Custom SFX generation from text prompts | Good for unique, on-brand sounds โ building hums, machine clicks, alerts |
| Freesound.org | Library of CC-licensed sound effects | For generic sounds such as UI clicks and ambience. Always check the license, CC0 preferred |
| Audacity | Audio editing, loop creation, normalisation | Free. Essential for cleaning up and formatting all audio assets |
Workflow: 1. List every sound event needed โ one entry per UI action, building type, and so on 2. Attempt ElevenLabs generation first for unique game sounds 3. Fill gaps with Freesound CC0 assets 4. Edit and normalise all audio in Audacity 5. Implement in engine with correct trigger points
Audio exists only here. No design document covers music or sound effects, so this section is the whole of it. If audio ever gets a real specification โ cue lists, mix targets, dynamic layering โ it belongs in a design document and this reverts to naming the tools.
โ๏ธ Writing & Narrative¶
| Tool | Use Case | Notes |
|---|---|---|
| Claude | World Bible, lore, UI copy, tooltips, in-game text, documentation | Developer provides direction and tone; Claude drafts; developer edits and approves |
Workflow: 1. Developer defines the narrative direction โ tone, factions, lore pillars 2. Claude drafts content 3. Developer reviews, edits, and approves โ the voice must feel consistent 4. Final text is developer-owned, not raw AI output
๐ UI Design¶
| Tool | Use Case | Notes |
|---|---|---|
| Claude | Layout design and component planning, then implementation in Godot | One tool across both, since the design/implement split is gone |
Workflow:
1. Design the screen against [09_UI-UX Design Document](<../01_Design Documents/Interface/09_UI-UX Design Document.md>) and [16_HUD Layout Design](<../01_Design Documents/Interface/16_HUD Layout Design.md>)
2. Implement in Godot 4
3. Test on all target resolutions โ PC minimum, mobile deferred
โ ๏ธ UI styling is currently code-built
StyleBoxes with no globalThemeresource. That is an outstanding M2.7 item, not the intended end state, and it is why colour values have drifted from the palette in at least one place (OI-329).
๐ Game Design & Documentation¶
| Tool | Use Case | Notes |
|---|---|---|
| Claude | Design documents, system design, balancing discussion | All design decisions made by the developer; Claude assists with structure and articulation |
| Obsidian | Reading and navigating the vault | Every document is markdown in the repository. Graph view shows system relationships |
| MkDocs | Publishing the vault as a site | mkdocs build --strict gates every change; a dead internal link fails the build |
Vault Structure¶
The vault lives in the repository at docs/, published with MkDocs. This is the current structure, as of the 2026-08-30 restructure.
docs/
โโโ 00_Ideas/ 4 documents
โโโ 01_Design Documents/ 32 documents
โ โโโ 01_Master GDD.md
โ โโโ 02_Scope & MVP Document.md
โ โโโ Systems/ factory, vertical layers, pipes, ports,
โ โ modules, power, pollution, farming
โ โโโ Logistics/ transport, router, drones, trains
โ โโโ Interface/ UI-UX, tutorial, HUD layout, panel flap,
โ โ notifications
โ โโโ Content/ world gen, research, achievements,
โ โ gauntlet, levelling, win conditions,
โ โ ships, restoration
โ โโโ Unwritten/ placeholders โ see its README first
โโโ 02_Technical Documents/ 4 documents
โโโ 03_Art & Audio/ 7 documents, plus concept image folders
โโโ 04_Project Management/ 7 documents, incl. ROADMAP.md
โโโ 05_Reference/ 7 documents, incl. this one
โโโ 06_Outpost/ 7 documents
โโโ data/ power-tuning.json and generated JSON
โโโ open-items.md the register โ open work lives here
โโโ closed-items.md append-only history
โ ๏ธ This block was wrong for six months, and it did real damage.
It previously showed a pre-repository OneDrive folder tree listing
Spaceship Design & Building System.md,Combat & War System Design.md,Space Exploration Design.md,Economy & Progression Design.mdandCross-Platform Strategy.mdas though they existed. They were planned in February 2026 and never written, and because this tree was presented as fact, other documents began linking to them. That is the origin of five of the nine phantom documents OI-313 found โ 23 dead wiki links across the vault.Those five now exist as placeholders in
Unwritten/. This tree is generated from what is actually on disk. Do not add a folder or file to it that has not been created, or the same thing happens again.
Obsidian notes:
[[Document Name]]links resolve by filename searched across the whole vault, not by path โ so moving a file breaks nothing, and renaming one breaks every link to it. Verified by test, 2026-08-30.[#Section Name](<#section-name>)links to a heading in the same document- A numeric prefix orders a file within its folder. It is not an identifier, and nothing is renumbered to close a gap
Asset Naming¶
[tool]_[category]_[name]_v[N].[ext]
recraft_building_mining-drill_v1.png
leonardo_character_genesis_v1.png
vectorizer_icon_metal-ore_v1.svg
suno_music_planet-ambient_v1.mp3
elevenlabs_sfx_belt-loop_v1.wav
Approved prompts live in [03_Prompt Library](<../03_Art & Audio/03_Prompt Library.md>). Prompts are assets โ losing them means inconsistent outputs.
Toolchain Principles¶
- AI generates, developer curates โ every output is reviewed and approved
- Consistency over quantity โ 20 cohesive assets beat 100 inconsistent ones
- Style guide first โ lock art and audio style before mass-generating assets
- Save everything โ prompts, raw outputs, and final versions all get saved
- Version control all assets โ the repository, not a folder-based scheme
- Check licensing at ship time โ AI tool terms change; verify commercial rights before release
- Understand the code โ never ship AI-generated code you do not understand
Licensing Checklist¶
Review all of these before any commercial release:
- Suno / Udio โ confirm commercial license covers game release
- Recraft โ confirm commercial usage rights on your plan tier
- Leonardo AI โ confirm commercial usage rights on your plan tier
- Vectorizer AI โ confirm commercial usage rights
- Freesound assets โ verify all used assets are CC0 or commercially licensed
- ElevenLabs โ confirm SFX commercial usage rights
- Blender โ open source, no restrictions โ
- Inkscape โ open source, no restrictions โ
- Audacity โ open source, no restrictions โ
This checklist exists nowhere else in the vault. It is the reason this document was rewritten rather than deleted alongside
04_AI Tool Selection Guide(OI-039).
Revision History¶
| Version | Date | Changes |
|---|---|---|
| 0.1 | 2026-02-22 | Initial draft |
| 0.2 | 2026-02-22 | Fixed TOC to use Obsidian-native anchor link format |
| 0.3 | 2026-03-01 | Art stack updated โ Midjourney, Meshy, Adobe Firefly, CSM and Figma removed; Recraft, Leonardo AI, Vectorizer AI and Inkscape added. All .glb hand-modelled in Blender from AI concept references |
| 1.0 | 2026-08-30 | Rewritten (OI-327) and moved to 05_Reference as 08_AI Toolchain โ it is a tooling reference, not a design document. Programming and UI sections rewritten off the Claude.ai-designs/Copilot-implements split, which no longer happens. Cel-shader material step, the "single most important visual system" note and the badge_mesh step removed as a direction that no longer exists (ยง6 of Canonical, OI-250). The duplicated master style prompt deleted rather than updated โ 03_Prompt Library is its only home and OI-027 owns its replacement. Vault structure block replaced with the real structure (OI-328): the old one was a pre-repository OneDrive tree presenting five unwritten documents as fact, and is the origin of five of OI-313's nine phantom documents. Audio, writing, naming, principles and the licensing checklist kept โ the checklist and the audio toolchain exist nowhere else, which is why this was a rewrite and not a deletion. |
Update this whenever a tool is adopted or dropped. The goal is that anyone โ including future-you after a long break โ can pick it up and know exactly which software the game is built with.