---
description: Set up efficient content creation and integration pipeline
triggers:
  - manual
  - game:content
agents:
  - game-systems-designer
  - fullstack-developer
---

# Content Pipeline Workflow

Create efficient pipeline for game content creation.

## Prerequisites
- [ ] Art style defined
- [ ] Content tools selected
- [ ] Version control configured

## Phase 1: Pipeline Design

### Step 1.1: Identify Content Types
```yaml
agent: game-systems-designer
action: catalog
content_types:
  - 2D_assets: Sprites, UI, textures
  - 3D_assets: Models, animations, rigs
  - Audio: Music, SFX, voice
  - Data: Levels, items, enemies
  - Localization: Text, subtitles
```

### Step 1.2: Define Pipeline Flow
```yaml
agent: game-systems-designer
action: design
flow:
  creation:
    - Artist creates asset
    - Export to intermediate format
    - Commit to version control
  processing:
    - Import into engine
    - Apply processing rules
    - Generate variants
  integration:
    - Create/update prefab
    - Wire up references
    - Test in game
```

## Phase 2: Tool Setup

### Step 2.1: DCC Integration
```yaml
agent: fullstack-developer
action: configure
tools:
  - Blender: 3D modeling, animation
  - Photoshop/GIMP: 2D art
  - Substance: Texturing
  - Spine/DragonBones: 2D animation
export_scripts:
  - Automated export
  - Naming validation
  - Format conversion
```

### Step 2.2: Engine Import Setup
```yaml
agent: fullstack-developer
action: configure
import_rules:
  textures:
    - Format: PNG/TGA
    - Compression: Platform-specific
    - MipMaps: Generate automatically
  models:
    - Format: FBX/GLTF
    - Scale: 1 unit = 1 meter
    - Materials: Auto-assign
  animations:
    - Format: FBX
    - Compression: Optimal
    - Root motion: Configure
```

## Phase 3: Version Control

### Step 3.1: Configure LFS
```yaml
agent: fullstack-developer
action: configure
git_lfs:
  - *.png
  - *.psd
  - *.fbx
  - *.wav
  - *.mp3
  - *.unity (or engine scenes)
```

### Step 3.2: Branching Strategy
```yaml
agent: fullstack-developer
action: define
branches:
  - main: Stable builds
  - develop: Integration
  - feature/*: New content
  - release/*: Release prep
content_specific:
  - content/*: Large content updates
  - Lock files for binary conflicts
```

## Phase 4: Automation

### Step 4.1: Asset Validation
```yaml
agent: fullstack-developer
action: implement
validators:
  - Naming convention check
  - Texture size limits
  - Polygon count limits
  - Material validation
  - Reference validation
triggers:
  - Pre-commit hook
  - CI pipeline
```

### Step 4.2: Asset Processing
```yaml
agent: fullstack-developer
action: implement
automation:
  - Texture atlas generation
  - LOD generation
  - Animation retargeting
  - Audio normalization
  - Localization extraction
```

### Step 4.3: Build Pipeline
```yaml
agent: fullstack-developer
action: implement
builds:
  - Asset bundles creation
  - Platform-specific builds
  - DLC packaging
  - Addressables (Unity)
  - Pak files (Unreal)
```

## Phase 5: Content Management

### Step 5.1: Data-Driven Content
```yaml
agent: game-systems-designer
action: design
systems:
  - JSON/YAML game data
  - ScriptableObjects (Unity)
  - DataAssets (Unreal)
  - Spreadsheet integration
tools:
  - Google Sheets sync
  - Custom editors
  - Validation tools
```

### Step 5.2: Localization Pipeline
```yaml
agent: fullstack-developer
action: implement
pipeline:
  - String extraction
  - Translation management
  - Import localized assets
  - Font management
  - RTL support (if needed)
tools:
  - POEditor
  - Crowdin
  - Custom tools
```

## Phase 6: Documentation

### Step 6.1: Content Guidelines
```yaml
agent: game-systems-designer
action: document
guidelines:
  - Art style guide
  - Naming conventions
  - File formats
  - Quality requirements
  - Submission process
```

## Outputs
- [ ] DCC tool configurations
- [ ] Import settings
- [ ] Validation scripts
- [ ] Build pipeline
- [ ] Content guidelines

## Quality Gates
- All assets pass validation
- Build succeeds
- No missing references
- Performance targets met
- Guidelines documented
