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15 · Art & Audio
Status: Skeleton · Owner: TBD · Updated: 2026-09-23
Purpose
Define the look and sound, and the production rules that keep them consistent across six dynasties and several ages.
To define
Think about
- Silhouette is the whole job. At phone zoom on a crowded map, players read shapes, not textures. Each dynasty needs a distinct roofline and a distinct unit silhouette recognisable at 40 pixels. Test this early with a blur test — squint at the screenshot; if you cannot tell the factions apart, redesign.
- Cultural specificity is the art budget's best investment. Candi bentar split gates, Khmer sandstone and baray water, Aksumite stelae — these are visually spectacular and almost absent from the genre. Hire consultants and artists from these cultures rather than working from photo reference alone; the difference between "researched" and "authentic" is visible to the audience that cares most.
- Age progression multiplies the art budget by the number of ages. Four ages × six dynasties × every building is the single largest line item in the project. Plan modular kits — shared structure, swapped roofs, materials and ornament — or the scope will eat the schedule.
- Faction colours must survive colour-blindness, because in this genre they carry critical information (whose army is that?). Pair every colour with a shape or banner motif.
- Audio is the cheapest way to make the setting feel real. Gamelan, khim, sáo flute, kora — regionally grounded instrumentation gives each dynasty a presence that art alone will not. Adaptive layers keyed to age advancement make progression audible as well as visible.
- UI must stay faction-neutral. If the frame is Khmer sandstone, five of six dynasties are playing in someone else's house. Keep chrome neutral and let content carry identity.
- Set memory and draw-call budgets before the first asset. The device floor from Overview decides how many units can be on screen, which decides what Battle can be.
Open questions
| # | Question | Blocks | Owner |
|---|---|---|---|
| 1 | 2.5D isometric or full 3D? | Tech, budget, camera | |
| 2 | How many visual tiers per building? | Art budget, schedule | |
| 3 | Is there voice acting, and in which languages? | Budget, localisation |