Art Delivery Pack for Integration: Files, Formats, and QA
Not all designers deliver files in a way that they can be used in the game immediately. Often, only images are provided, and developers have to ensure everything works themselves, finishing animations or adjusting formats. We do it differently: we deliver an Art Delivery Pack ready for integration — symbols, backgrounds, buttons, and animations are exactly where the team expects them, and everything works right away. This saves time, reduces chaos, and allows the team to get to work on the game immediately: you open the package and start working.
What «ready for integration» means in game art
We deliver files "ready for integration," which means you can immediately connect the graphics to the project without additional refinements. Such a game art handoff guarantees that the art is not just finished but structured for safe use. All UI states, symbols, and animations are organized with clear differentiation of hierarchies and export parameters.
- 2D animation services: characters move smoothly, all frames are in place, and alpha channels are configured.
- UI elements: hover, pressed, and disabled buttons — separate files or ready-made atlases to simply connect to the code.
- Symbols and backgrounds: precise resolution, optimized compression, nothing needs to be reworked.
As a result, the development team doesn't even have to wonder what a file is or where to get the necessary illustration — everything is laid out and labeled as clearly as possible.
What to include in a delivery pack (source files and exports)
We make each package in two versions: one ready directly for the game, and another so that the art can be edited in the future. This gives the team complete freedom: developers take the finished files and work immediately, while designers can always return to the "raw" materials if revisions or iterations are needed.
A good asset handoff always includes:
- Source files — PSDs with layers, Spine projects, and other source files where the logic for localization, color changes, or quick edits is preserved.
- Ready-to-use exports — PNG, SVG, and atlases optimized by size and weight, ready to be connected to the game.
- Texture atlases and JSON — sprite sheets with all metadata so the programmer simply inserts them into the code.
- Documentation — short tips on where everything is located and how to export new versions if needed.
Even after six months, if you need to change the resolution or translate the game into another language, you already have everything necessary — source files and exports, and a clear structure for fast work.
File formats, sizes, and layer rules that prevent issues
As part of our animation services, we immediately prepare files with the correct formats, sizes, and structure so they don't have to be "fixed" during the integration stage.
- Formats: PNG for graphics with transparency, PSD for editing, SVG for scalable elements.
- Sizes: only even pixel values — no blurring or artifacts in the engine.
- UI and backgrounds: interface elements in @1x / @2x / @3x, backgrounds considering different aspect ratios.
- Layers: a simple, logical PSD structure without unnecessary hidden elements.
- Transparency: no "alpha for the sake of alpha" — only for elements where it makes sense.
High-quality export means the programmer doesn't even need to open Photoshop. All atlases are already sliced, offsets are set, and file weights are optimized for the engine.
Naming and folder structure for fast implementation
Names like random_final_2 are a headache for a developer. We use a clear file naming convention, where the name is built from general to specific: type_object_state. This allows you to instantly find the required element through search and automatically sort assets within the engine itself.
We organize the space so that the folder structure is intuitive at first glance:
- Grouping by type: separate folders for UI, characters, and backgrounds.
- Division into screens and levels: /UI/Main_Menu/, /Backgrounds/Level_1/.
- Clear versions and states: use of suffixes _normal, _hover, _pressed and sequential numbering (001, 002).
When new people join the team or new screens are added, they do not waste time thinking about where to put a file.
Quick QA checklist before final handoff
Quality control before delivery is what distinguishes a professional product from just a set of images. We check the finished package to ensure: the graphics will not have to be returned for revisions. This saves the team's nerves and guarantees that every sprite or animation will behave in the game exactly as intended.
What we pay attention to:
- Symbols and animations: checking pivot points (pivots), the presence of all frames, and the correct frame rate. Sprite sheets have clear metadata, and alpha channels are configured without technical noise at the edges.
- Backgrounds: full compliance with resolution and safe zones for UI. Checking for seamlessness where necessary and the absence of artifacts after compression.
- Interface (UI): presence of all button states (hover, pressed, disabled) and compliance of element sizes for mobile screens. Contrast and readability of text are verified in practice.
- Technical compliance: file names match the agreement, formats and sizes meet specifications, and the folder structure remains logical and clean.
Our delivery undergoes several stages of verification, which guarantees that all files comply with the agreed technical requirements and are ready for use in production.
Conclusion: from vision to implementation
At PaintPool Studio, we care not only about how our graphics look but also about how they work in real projects. Clean files and a clear structure save teams a lot of time, so developers can focus on creating the game rather than fixing assets. That is why we always think about integration from the very beginning.
We suggest taking the next step: let's discuss the technical requirements for the graphics specifically for your project. This will help us set up the ideal file transfer process so that no obstacles arise on the way to release. Contact us, and we will prepare a package adapted to your pipeline.