Browse documentation
Docs/Create and observe
On this page

Review and refine assets

Edit the .ashfox source, rebuild, then inspect the generated result. An agent can do the edits and commands, but passing compilation does not prove that the asset looks or sounds right in the game.

Give useful direction

Specify the subject, silhouette, palette, size and motion or sound behavior. When changing an existing asset, name what to preserve. For example:

Make the griffin's head wider while keeping the current expression and eye marks.
Preserve all clip names. Rebuild the game bundle and report which files changed.

Give the agent the actual source folder and intended output ID. Use Agent workflow for a command-based working sequence.

Review each kind

Asset Check
Model Silhouette, scale, face direction, material, texture seams, attachment points
Animation Every clip, opening/closing poses, extremes, attachments and gameplay timing
Sprite Transparency, readability at 16×16, contrast, edges, filtering in-game
Sound Every variant, attack/release, clipping, loudness relative to other effects
Bundle Expected IDs, paths, selected variants and receiving-engine import settings

Use CLI observation for model views, motion GIFs, native/enlarged sprites and sound waveforms. Export WAV for listening. A capture identifies an observation; a game export contains the asset itself.

Iterate safely

For one asset, edit source, inspect, then capture or replay and export it. For a configured delivery, run check, build and verify, and inspect the newly returned output directory. Do not accidentally review a previous bundle. Keep source changes in Git so you can compare and revert deliberately.

When a model looks wrong only after import, inspect the importer's axis/scale and material settings before changing the source. When a sprite is blurry, inspect filtering. When a sound is silent, inspect the runtime event/variant path and playback settings. See Troubleshooting.

Ready to make something? Get agent instructions →