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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.