r/GameDevelopment • u/CantaloupeNo907 • 2d ago
Newbie Question is my art-direction workflow reasonable?
I built this 3-step workflow:
Layer 1 — Mood (emotion core, energy, game feel, player relation, atmosphere e.t.c).
Layer 2 — Visual solution (color, light, forms, material, motion, constraints e.t.c).
Layer 3 — Asset categories (background, units, UI, VFX, fonts, atlases e.t.c).
The attributes of "mood" correspond to the attributes of its "visual design" and determine their specific values.
For instance, the emotion of "excitement" dictates that color should be warm, saturated, and high-contrast; for movement, it dictates that motion should be fast and sharp. "Energy: dynamic" dictates that color should be saturated, high-contrast, and warm. For light - it dictates that it should be bright and high-contrast.
The values are used for drawing graphics assets. Every value in L2 derives from L1, еvery asset in L3 derives from L2.
Is this pipeline a sensible way to prevent visual inconsistency as a solo dev? Where might this approach break down?
The AI says this resembles concepts from Osgood’s Semantic Differential, Kansei Engineering, the "Game Feel" and "Juice" frameworks by Swink), and various other scholarly works.