The overall technical specifications of the game will follow:

Naming Conventions:

TEXTURES - T_Texture_Map

Base Colour - B Roughness - R Metallic - M Ambient Occlusion - AO Occlusion Roughness Metallic pack - ORM Normal Roughness Metallic pack - NRM Diffuse - D Specular - S Glossiness - G Mask - Mask RgbaMask - RgbaMask Emissive - E

UE STUFF - Prefix_Material/Blueprint

Standard Material - M

Master Material - MM

Material Instance - MI

Material Function- MF

BluePrint - BP

MESHES - Prefix_Mesh

Static Mesh - SM

Collision Mesh - UCX_(parent. Include prefix) Complex Collision Mesh - SM_Mesh CC

Scale = Centimeters (100 cm = 512 texture resolution)

Kart Dimensions: H x W x D

Texel Density = 5.12

Low poly with simple textures, high poly for all high priority assets for the first semester, The remaining high poly creation for assets alongside the baking/texturing process in semester 2.

Asset styles = bevelled edges and the use of chamfering. The style will follow a blocky look as well as overexaggerated feature similar to the assets in boom beach.

Asset Techniques:

Modular Assets = Assets that can be used to piece together to create a bigger asset or multiple iterations of certain assets. examples would be walls and windows that piece together to create a building.

Unique Assets = An asset which is made up from other existing meshes into one object