# Plan — FreeExile Asset Campaign & Graphics Optimization Pipeline 2026

## Objective
Orchestrate the end-to-end delivery of the 2026 Graphics Optimization Pipeline & Comprehensive Asset Expansion per ORIGINAL_REQUEST.md (2026-10-01T22:03:34Z) and Acceptance Criteria AC1 - AC6.

## Phases
1. **Phase 0: Survey & Technical Inventory**
   - Dispatch 3 Explorers in parallel to map:
     1. Asset pipeline & graphics R&D infrastructure (`tools/asset_pipeline/`, Metal shaders, testing frameworks).
     2. DRQ requirements across all 6 departments and inbox audit.
     3. Asset inventory (`client/webapp/assets/`), power-of-two constraints, normal map standards, mob/boss/skill/UI gaps.
   - Synthesize findings into `PROJECT.md` with full Architecture and Feature Inventory.

2. **Phase 1: DRQ Ingestion & Documentation Audit (R1, AC1)**
   - Create and standardize >= 20 DRQ files in `docs/design_requests/inbox/` covering Systems, Narrative/NPC, Economy, Security, Client, Server.
   - Validate with `tools/asset_pipeline/design_pipeline_manager.py report`.

3. **Phase 2: R&D Graphics Optimization Pipeline (R2, AC2)**
   - `lod_generator.py` (3 LOD levels: 100%, 50%, 25%, LOD-2 <= 40% size).
   - `texture_compressor.py` (batch PNG -> WebP <= 50% size).
   - `viewport_culling_utils.py` with passing pytest unit tests.
   - Mipmap chain generator integrated into `animation_pipeline.py`.
   - GPU instancing guidance for `monster_palette_instancing.metal`.
   - Server AoI animation state filtering, delta compression, and asset manifest ETag caching docs.
   - Comprehensive technical report `docs/research/RENDERING_OPTIMIZATION_TECH_REPORT.md` (>= 300 lines with benchmarks).

4. **Phase 3: Asset & Animation Production (R3, AC3, AC4, AC5)**
   - CRITICAL: Atlases (6 states x 8 directions) for 12 mobs + 2 bosses (albedo + normal + manifest), 15 skill animation atlases (5 classes x 3 skills) with 5-element color palettes, combat VFX.
   - HIGH: Passive tree 5 node types + background constellation, dungeon tileset (>= 8 variants) + boss arena floors (>= 2 themes), >= 5 new NPCs (avatar + standee + portrait).
   - MEDIUM & LOW: Currency icons (>= 12), trade/bazaar UI panels, item tooltip frame, inventory equip slots, status effect icons (>= 6 animated), loading screen (1024x1024), login parallax (3 layers), agent orb activation VFX (3 tiers).
   - Verify 2^n power-of-two dimensions, budget limits, normal map tangent space (B mean > 128).

5. **Phase 4: Automated QA Technical Gate, Verification & Acceptance (R4, AC5, AC6)**
   - Run `tools/asset_pipeline/design_pipeline_manager.py report`.
   - Run unit tests & verification scripts.
   - Run Challenger & Forensic Auditor gates.
   - Synthesize final handoff report.
