Art Direction

Art Direction & MetaHuman Pipeline

Art direction — CONFIRMED

Status: draftOwner: UnassignedUpdated: 2026-09-29

Production context

Deprecated source referenceGDD/06-Art-Audio/01-Art-Direction-and-MetaHuman.md
Decision markers6 confirmed · 2 recommendations · chainsaw markings confirmed · 1 tracked TBD
Browser document roleThis standalone HTML file is authoritative; edit this file directly through the project workflow.

Verified implementation evidence

  • Not verified for this documentation pass.

Relationships

Document contract coverage

Use these required Art Direction areas during review. The HTML content below is authoritative; items not stated explicitly remain unresolved.

  • ReviewVisual Pillars
  • ReviewRealism / Stylization Target
  • ReviewShape Language
  • ReviewMaterial Language
  • ReviewColor & Lighting Direction
  • ReviewCharacter / Environment / Prop Rules
  • ReviewDo / Don’t
  • ReviewReference Collections
  • ReviewApproval Rules

Authoritative project content

Art direction — [CONFIRMED]

  • Photoreal, using Nanite (geometry) and Lumen (GI/reflections).
  • Modern post-apocalyptic mood: grounded, weathered, decayed contemporary world — overgrown towns, rusted vehicles, scavenged interiors, muted/desaturated palette with selective color for readability (loot, threats, UI).
  • Readability is a pillar: even in a photoreal world, threats (zombies, players) and interactables must read clearly at gameplay distances and in third person.

Player characters — MetaHuman [CONFIRMED]

  • Players use the MetaHuman pipeline (plugins MetaHuman, MetaHumanCoreTech, MetaHumanCharacter already enabled; Win64 + Linux supported).
  • Workflow: author/import MetaHumans, store under Content/Lambeer/Characters/Player/MetaHumans/, drive with the player Anim BP.
  • Cosmetic customization (outfits/skins) fits buy-to-play; cosmetic-only.

Character creation — curated, no runtime morph — [CONFIRMED scope] / [RECOMMENDATION pipeline]

  • Players pick a curated preset (each preset is a fully pre-authored MetaHuman; male + female base bodies) and customize hairstyle (curated grooms), skin color (UMG color picker, HSV-clamped), and eye color (UMG color picker, free RGB). No face morph, no body scaling.
  • Art tasks: author preset MetaHumans, curated groom/hair-card set (with LODs). Ensure MetaHuman materials expose SkinTint and IrisTint vector parameters (or document alternate names for engineering). No skin/eye swatch texture sets required for v1.
  • [RISK] two base bodies ≈ double the character/animation-retarget authoring; grooms are costly at 40–60 players — cap detailed grooms, fall back to hair cards.
  • Full system spec (data model, replication, persistence, barber): ../01-Gameplay/08-Character-Creation.md.

Held-item fit across presets: the character grip contract in FEAT-INVENTORY separates mesh/body calibration from per-item placement, animation/IK and per-item finger Pose Assets. Extra weapon sockets alone do not establish correct contact across different proportions. The owner approved shared hand_r/hand_l sockets, per-item transforms with optional PresetId overrides, KeepWorld scale and AnimBP Two Bone IK on 2026-09-16, then per-item hand poses on 2026-09-17. Runtime/AnimBP wiring for placement/IK and finger blends landed; numeric offsets, Pose Assets and owner PIE remain pending.

MetaHuman cost management — [RISK]

MetaHumans are expensive (memory, animation, shader complexity). Mitigations: - Use MetaHuman LODs aggressively; cap the number of fully-detailed MetaHumans rendered at once. - For a ~40–60-player server, profile worst case (many players in view, e.g., at a boss or raid) and set quality scalability accordingly. - Reserve full MetaHuman fidelity for the local player and nearby players; distant players use lower LODs.

Zombies — NOT full MetaHumans — [RECOMMENDATION]

  • Zombies must use optimized custom skeletal meshes with shared materials and strong LODs — not individual MetaHumans. There can be many zombies on screen; MetaHuman-per-zombie would not scale.
  • Use a small set of base zombie meshes + material/texture variation (decals, color, damage states) to create visual variety cheaply.
  • Bosses can have bespoke, higher-detail meshes (few on screen at once).
  • Store under Content/Lambeer/Characters/Zombies/ per ../05-Technical/03-Content-Folder-Structure.md.

Environment

  • Nanite static meshes for architecture/props; modular kits for towns/POIs to build a dense world efficiently.
  • Trim sheets / shared materials to control memory.
  • Foliage and decals for the overgrown decayed look; instanced rendering for performance.

Metro CS-01 chainsaw surface markings — [CONFIRMED 2026-09-29]

The owner confirmed the tool is a chainsaw and approved this in-game surface-marking concept for documentation. These are English inscriptions for the prop, not a verified UE asset or a runtime item definition. METRO is the approved product-facing brand inscription; Metro's corporate manufacturing structure remains unspecified in World Design. The fixed serial and QC text are surface art, not unique runtime identities.

Approved chainsaw marking copy and placement
MarkingExact textPlacement and treatment
Primary brand and modelMETRO · CS-01Main housing, on the most visible side; the only dominant inscription.
Product typeELECTRIC CHAIN SAWDirectly beneath the model at smaller scale.
Guide-bar identityMETRO CUT SYSTEMOn the guide bar, positioned so the lettering remains readable in the item inspect view.
Chain brakeBRAKE / RUNBeside the actual brake lever, if that control exists on the authored model; align each word with its real position.
Chain-oil fillCHAIN OILBeside the actual oil cap, if present.
Safety lockLOCK / UNLOCKBeside the actual safety control, if present; align labels with its real positions.
Hazard warningWARNING · MOVING CHAINSmall label on the opposite housing side with a hand-hazard pictogram.
Inspection plateS/N MC017284 · QC-12Small plate under or on the reverse of the housing; readable during item inspection.

Wear direction: retain a grounded, weathered appearance. Fade and chip sticker edges; concentrate scuffs on the guide bar and oil staining around the cap. Preserve legibility of the dominant model mark, warning, and control labels. TBD: exact label orientation, control locations, and final material placement require the authored chainsaw model; no asset path, gameplay role, power rating, bar length, or fuel/battery design is established by this marking decision.

Performance budget — [RISK], final target [TBD]

  • Final target hardware, resolution, frame rate, and dedicated-server tick/load targets are not yet defined.
  • Optimization cannot be deferred entirely: profile representative client GPU, server CPU, memory, streaming, AI, and replication workloads at every phase exit. Large content expansion is blocked when the current slice misses its measured budget.
  • Provide scalability settings so the visual stack can be reduced on mid-range PCs. Final ship targets must be confirmed before content lock.

Detailed measurement procedure: TECH-PERFORMANCE-PROFILING. Final targets remain open under TBD-BFF08134; diagnostic improvements must not be reported as a shipping-budget pass.

Asset standards

  • Follow naming/structure in ../05-Technical/03-Content-Folder-Structure.md.
  • Texture guardrails — [CONFIRMED] provisional: 4K maximum for hero/player/boss/vehicle/first-person weapon sets; 2K default for standard characters, clothing, weapons, and medium environment assets; 1K for small props and reusable masks; 512 or lower for minor masks/details. Mipmaps and texture streaming are mandatory; 8K requires explicit review.
  • Geometry guardrails — [CONFIRMED] provisional: use Nanite for suitable opaque static environment/prop geometry and judge density by silhouette and measured streaming cost rather than an arbitrary source-triangle cap. Non-Nanite static assets require authored LODs. Initial skeletal LOD0 ceilings are 100k triangles for Zombie_General, 140k for Zombie_Hulk, and 180k for Boss_Butcher, with progressively reduced LODs and profile-based exceptions. MetaHumans use their generated LOD pipeline.
  • Material guardrails — [CONFIRMED] provisional: prefer material instances from shared masters; one slot for small props, four or fewer for standard assets, and six or fewer for hero/boss/vehicle assets. Default to opaque/masked materials; translucency and heavy World Position Offset require review and profiling.
  • Persistent blood uses scalar BloodAmount (0–1) and mask texture parameter BloodMask. Persistent wetness uses scalar WetAmount (0–1). Materials must compose both effects without one overwriting the other.
  • Use the enabled Modeling Tools for in-engine blockouts/greyboxing during prototyping.