- Art assets
- 0Every texture, mesh, material and sound is generated in code at load time. There is no art pipeline and no binary asset to download.
- Game source
- 16,883 lines33 TypeScript modules totalling 16,584 lines plus one 299-line stylesheet, across eight subsystem folders.
- Source files
- 34render, world, player, combat, fx, ui, audio and core, all coding against a single 450-line types contract.
- Materials
- 15 familiesEach a procedural albedo, normal and roughness set with AO packed, at a minimum of 1024² within four metres of the camera.
- Lights
- 16 point, 1 directionalSixteen sodium, brine and moon-fill point lights are placed by hand. The moon is the only directional and the only shadow caster. Each light is culled past its own radius plus eight metres.
- Quality tiers
- 4Low, Medium, High and Ultra resolve to pixel budgets of 0.75, 1.5, 2.2 and 2.4 megapixels, and texture caps of 256, 512, 2048 and uncapped texels.
- Scaler rungs
- 5Resolution ladder 1, 0.85, 0.72, 0.6, 0.5 with a 1.0× CSS floor on handhelds.
- Harnesses
- 8 files, 1,222 linesA capture rig, a gunfeel time-to-kill clock, a line-of-sight cover test, a movement contract test, a trailer director and a shared dev server.
- Reviews
- 230 documentsArt-direction writeups across 153 numbered rounds: 29,296 lines, roughly 228,000 words of scored feedback against a 100-point rubric.
- Captured frames
- 1,486 PNGs190 shot directories plus 16 scratch rounds, each capturing the same eight-camera set at 1600×900.