Automate asset import, atlasing, compression, and hot reload so content flows from tools to game without hand steps. Use when building content pipelines or fixing bloated builds and stale assets.
Scanned 9/5/2026
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---
name: game-asset-pipeline
description: Automate asset import, atlasing, compression, and hot reload so content flows from tools to game without hand steps. Use when building content pipelines or fixing bloated builds and stale assets.
---
# Game asset pipeline
The pipeline is the factory between art tools and the shipped build.
Its quality decides iteration speed (how fast an artist sees their
change in game) and build health (size, load times, stale-asset bugs).
## Method
1. **Import deterministically from source, never edit outputs.**
Source assets (PSD, FBX, WAV) live in version control (LFS
for binaries; see git-workflow adjacency); import settings
are per-asset-type presets in code/config, not hand-tweaked
per file; runtime formats are *generated*, reproducibly, and
never edited by hand (the infrastructure-as-code invariant,
applied to content). Anyone rebuilding from source gets
byte-identical outputs or the cache is unsound.
2. **Address assets by stable keys.** Content referenced by
GUID/logical path that survives renames and moves (saves and
levels depend on it: see game-save-systems); a
rename-breaks-fifty-references pipeline teaches everyone
never to reorganize, and the project fossilizes.
3. **Automate the per-platform transforms.** Texture compression
per target (BC/ASTC/ETC by platform and asset class:
normal maps vs albedo vs UI), mipmaps, audio codecs per
length/use (short SFX uncompressed-ish, music streamed),
mesh LOD generation (see game-performance's LOD scaling),
atlas packing for sprites/UI (draw-call batching depends on
it). All headless-runnable in CI, cached by content hash so
only changed assets rebuild (see incremental-processing's
idea, for content).
4. **Make hot reload the iteration loop.** Changed textures,
materials, tuning data, and (where the engine allows)
scripts reload into the *running* game: seconds-long
iteration is the single biggest multiplier on content
quality (see css-debugging's live-loop analog). Tuning
values (damage tables, drop rates) live in data files with
hot reload from day one, not in code constants.
5. **Budget and gate content in CI.** Per-category budgets
(texture memory per scene, audio bank sizes, triangle
counts per LOD tier, total build size: mobile stores and
console certs enforce hard caps; see mobile-release-strategy)
checked at import and in CI with named offenders; a
size-report diff per PR keeps the build from gaining 300MB
in surprise increments (see bundle-size, performance-budgets
for the web siblings).
6. **Validate references and preload behavior.** CI catches
missing/orphaned references (a level naming a deleted mesh),
unused-asset reports for cleanup passes (see
dead-code-removal for content), and load-time smoke tests
per scene so a mis-tagged synchronous mega-texture shows up
as a failed gate, not a hitch at cert (see
game-performance's spike budget).
## Boundaries
- Engine asset systems (Unity Addressables, Unreal's derived
data cache) implement much of this; the skill there is
configuring presets, budgets, and CI hooks coherently rather
than building importers.
- Art *quality* review is human (see design-critique); the
pipeline enforces format and budget, not taste.
- Live-ops content delivery (remote bundles, patching, CDN
strategy) layers deployment concerns on top (see
cdn-strategy, mobile-release-strategy); get the local
pipeline sound first.
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