placeholder-first-handoff
Placeholder-First Handoff
Section titled “Placeholder-First Handoff”Always-loaded, engine-agnostic. The production-handoff contract for ordering a game asset from
another team — art, VFX, audio, in-house or vendor. Before any Order … task goes out, the
engine team publishes a slot: file exists, referenced, runs. No slot, not orderable.
| Field | Meaning |
|---|---|
slot-id | Stable id |
path | Exact repo path |
filename | Exact filename + extension, immutable |
format | File format, container/rig |
specs | Dims, poly/tri, duration, loop, sample rate, channels; for audio, the loudness target (LUFS/dBFS) per rules/game-feedback-mandate.md § SFX loudness |
import | Import settings applied |
placeholder | What’s committed now — deliberately ugly, so it can’t pass for done |
wired | Where it’s referenced from |
accept | Self-check before handoff; for audio, the swap-verification checklist in t1k:designer:base:feel-juice’s references/feedback-matrix.md |
- Engine team commits placeholder FIRST — wired and exercised, not just present.
- Delivering team OVERWRITES in place (same path/filename/extension) — never add-then-delete, which breaks every existing reference to the file.
- Delivering team touches ONLY asset files.
Every order carries this table verbatim. <HARD-GATE> (rules/workflow-gates.md, core).
Full rationale (why the placeholder must be ugly, per-side definition-of-done, what this does not cover), per-engine mechanics: docs/placeholder-first-handoff.md.
Related
Section titled “Related”rules/wired-not-just-present.md(core) — the failure mode behind the engine-side definition of donerules/game-feedback-mandate.md§ SFX loudness — where thespecsloudness target andacceptswap-verification checklist for audio orders come fromrules/contract-first-integration.md(core) — the agent-fan-out sibling this rule generalizes to human teamsrules/workflow-gates.md(core) — the HARD-GATE contract this rule invokesgame-asset-slot-handoff-unity.md(theonekit-unity) — Unity/DOTS mechanics (GUID identity,.metadiscipline)- Cocos arm — not yet written; a Cocos game-asset-slot-handoff rule is a gap, not an assumed capability
t1k:designer:puzzle:task-management— the skill whose Order subtasks embed this table (designer#64)docs/placeholder-first-handoff.md— full rationale + per-engine mechanics