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.
Visit
PolyGame Studio



