Flexy Blogs

An Asset Spec Template You Can Steal

The one-page document that prevents most outsourcing disputes.

This is roughly the document I send before any outsourced art work starts. It is one page. It has prevented more arguments than every kickoff call I have ever run.

Geometry

  • Triangle budget per asset class, with a hard ceiling not a target
  • Up axis and unit scale, stated explicitly, with a reference cube supplied
  • Pivot placement rule (base centre, unless stated)
  • LOD count and reduction targets

Textures

  • Texel density in pixels per metre, not "2K"
  • Channel packing layout, written out
  • Colour space per map type
  • Atlas rules, if any

Naming and delivery

  • File naming pattern with a worked example
  • Folder structure, supplied as an empty zip
  • Source files required, not just exports
  • What "approved" means, and who says it

Review

In-engine, in the project lighting, at gameplay camera distance. Never in a portfolio renderer.

Any competent outsourcing partner will read this and come back with questions within a day. When I have worked with PolyGame Studio the questions came back the same afternoon, which is the signal you want.