asset-library
Asset library
Deliver assets the user can find, preview, and reuse without rebuilding the direction for every item.
Plan the set
Read selected direction, approved anchors, existing library, and target uses. Inventory before generating. Prioritize assets the requested screens, slides, or scenes need; do not expand a small request into an exhaustive catalog.
Set stable IDs, filenames, dimensions, transparency, scale, and formats. Keep editable sources separate from exports. Identify draft, selected, and rejected work; file presence is not approval.
Produce with a common grammar
Use the established vector or code system where it serves the asset. For raster work, load the available image-generation skill. Use image-prompts for generator instructions or procedural-art for code-built collections when needed; read their entrypoints if the harness has no skill-loading tool.
Start with a representative sample when the look is unresolved or expensive to repeat. With a selected direction, continue production within scope. Carry the same contour, palette roles, light, proportions, framing, and visual weight across the set.
For slide cutouts, test placement on the intended background and near text. For game graphics, check in-game scale. A pretty contact sheet alone does not establish usability.