Asset Factory
counts the render
not the file.
A game-art sub-engine that manufactures and installs sprites and sheets, plus arcade card art and screenshot galleries. Rule zero is verify by render: nothing counts until the target engine draws it.
The job.
Asset Factory reads per-game engine facts and works across 15 manifest-managed game repositories. It generates and installs sprites and sheets, then checks the runtime and the render. Card art and screenshot galleries follow a separate handoff to Warehouse.
The three-dimensional lane has a stricter input boundary. It accepts concept art for image-to-3D work. A prose prompt is not a valid input. Generated meshes and target variants remain in the factory output until a deliberate copy ships them.
The handoff.
ART DROP sends installed sprites and sheets toward Game Dev, with runtime and render checks attached to the work. Card art and galleries route to Warehouse.
The operating stages cover the factory run, sweep and validation, reachability, two-dimensional generation, three-dimensional generation, greenkeeper, and a request listener.
The decisions behind the engine.
Verify by render.
Every target engine can silently fake missing art. A generated or copied file is not proof. The asset counts only when the target engine draws it.
Inspect the engine station before making art.
Per-game engine facts are the intake. The engine boundary and target runtime come before generation, because the final check happens in that runtime.
Require concept art for the three-dimensional lane.
The lane is image-to-3D. A prose prompt is not a valid input, so the source image is part of the declared input.
Make three-dimensional shipping a deliberate copy.
Meshes and per-target variants are not copied into game repositories automatically. Their source tasks expire, so the shipping action is explicit.
Separate game assets from promotional media.
Sprites and sheets route to Game Dev. Card art and galleries route to Warehouse. Each asset follows the engine that consumes it.
The operating stack.
Licensing this engine
Asset Factory is for repeatable game-art production where installation and render verification matter as much as generation. It is operated software set up for the licensee around the target engines, intake facts, and required art outputs.
Who it suits - Anyone producing visual assets at volume who needs proof each one landed correctly in the system that has to draw it, not just that a file exists. Independent game studios, asset-pack sellers and game-art services today.
What it replaces - Commissioning art piece by piece and checking by eye that it landed.
Run it for - Asset packs, per-title art production, and art services for other studios.
- Your target engines, intake facts and art contract set up
- Generation, installation and render verification running end to end
- Targets — how many engines each asset must be proved in
- Volume — how many assets a month
- Direction — how often the art direction moves under the queue
Licensing terms are on application — the list above is what drives them, not a rate card. What you pay tracks that scope.
These engines change as they run; if something here has gone stale, tell me and I will fix it.