Workflows

Our workflow optimises for efficiency, stress-free working, organisation, and transparency. The whole team should know what is going on and where they fit into it. More on the research behind it: Managing a Studio Session 1 - Stress-Free Game Dev.

These pages are reference, not reading

They state what is true, completely and exactly. Nobody has read all of it.

If you want to be told what to do next instead, that is How-To; if you are new, that is Start Here.

The pages

Page26AreaWhat
3D Models3 daysBlender to Unity, and the conventions that only exist in Blender.
Balconies3 daysA floor that projects, a railing that guards it, and what holds it up.
Characters3 daysEverything skinned to a rig, and the one part of it that is written down.
Curves3 daysWalls that are part of a circle: the turn, the radius, and why only one of them is in the name.
Grooming3 daysThe route from Sisir to Unity: what is the source, what is a bake, and what the file format costs.
Hair3 daysThe three tiers, the card budget, and why overdraw is the cost no other rule was measuring.
Hair Cards3 daysThe data a hair card carries: what a card is, what the four channels mean, and which colour field is the contract.
Hair Motion3 daysMovement, length and growth: what a card must carry for each of them, and why only the mesh half of that is written down.
Modular 3D Assets3 daysScale, grid, pivots, budgets and the kit pipeline.
Openings3 daysDoors, windows, shutters and trapdoors. What fills a hole, and how it is sized.
README3 daysHow the diagrams on the character pages are regenerated, and which numbers in them are copies of the rules.
README3 daysThe scripts that draw the diagrams on the Modular 3D Assets pages.
Roofs3 daysPitch, the parts of a roof, and the wall that closes it.
Splitting a Piece3 daysHow one element becomes several parts that still snap together.
Audio WorkflowaudioNaming, formats, loudness, mono and length.
BuildscodeVersioning, what gets built, and the generated changelog.
Diagram StyledocsHow every diagram in these docs is drawn: one shared kit, one palette, one way to label things.
Level Designlevel-designHow we approach building a level.
Scene Structurelevel-designMulti-scene layers, hierarchy sections, object naming.
Naming ConventionsnamingThe name grammar, every category, and which category a thing is.
Project Folder StructurenamingWhere everything lives. The name decides the folder.
The Words We UsenamingWhich word to use when several would do. 151 of them.
MaterialstextureNaming, variants, channel packing, and what SMM_ is for.
Modular 3D Assets - TexturingtextureTrim sheets, vertex painting, RGB masking, overlays.
Texture WorkflowtextureCategories, texel density, folders, import settings.
Version Controlversion-controlGitea, Git LFS and file locking. One system for everything now.

And the one everything else is generated from:

The shape of it

Development

Operation

Player

Automatic Import into Engine/Asset System

Issue Report

Issue Report

Automatic Build with fail reports

Automatic deploy

Automatic Changelog

Automatic conversion to tasks, bi-directional comments.

Planning

Asset Creation

Asset Test

Game Design

Code Creation

Code Tests

Implementation

Build

Launcher

Play Test

Bug Reports

Players

Where things live

Four systems can hold a file. This is which one wins.

Kind of file Lives in Backed up by Notes
Project source assets (.blend, source textures) Gitea (Git LFS) Gitea server + Backup Single source of truth
Exported game assets Gitea, in the Unity project Gitea server Generated, never hand-edit
Purchased / downloaded library assets Q-Dex Q-Dex Never committed to a game repo directly
Reference, mood boards, field recordings Q-Dex Q-Dex
Raw video and large media Bubbly Backup - Out of version control
Tools, packages, web projects Git (Gitea or GitHub) Gitea / GitHub Includes bubbly-asset-rules
Builds Internal launcher - See Builds
This vault Git / GitHub GitHub

Anything under /Exported is generated and never edited by hand.
→ Version Control > What is in version control for the per-path detail

Changing workflows

Workflow changes are discussed with the entire team, tested, announced before they happen, and approved and finalised by the studio leads. This includes any rule changes.

The flip side is worth saying out loud: a rule that is wrong is worth raising. Several of the
conventions in these pages exist because somebody new said "this doesn't make sense" and was right.

Asset rules specifically are changed in the bubbly-asset-rules repo, then regenerated with
npm run docs && npm run vault. Editing a generated table in Obsidian does nothing at all.