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Asset

From VNDev Wiki

Assets are the behind-the-scenes parts which make up a visual novel. The word asset is most commonly used in reference to art (like sprites, backgrounds, and CGs) and audio (like music, sound effects, and voice lines). However, assets can also include written scripts/narratives, programming work, GUI components, and more.

At the most basic level, the development of a visual novel is a process of creating assets. Each type of asset requires different skills, so development teams will often have several members with different skill sets. The asset creation responsibilities of given positions may vary across teams, so clear communication and project management can help ensure that the proper assets are created, and that they form a cohesive whole.

Developers are encouraged to create frequent backups of all assets to minimize the risk of data loss.

Types

A completed visual novel contains a wide range of asset types.

Most assets are designed to be included directly within the finished visual novel. However, some assets may be used for promotional purposes (such as on a Steam or itch.io store page), or may be included in "extras" such as art books or downloadable content. Other assets might be created as part of the planning process without the intention of sharing them with the public. This may include character design sketches or lore/background notes.

Narrative

Main article: Narrative

The primary narrative asset is the script of the game, including all dialogue and narration as well as some basic elements of scene direction. Such a script will have been written, then ideally edited, proofread, and checked for continuity before being implemented in the engine. If the visual novel has a branching structure (in other words, if it is not a kinetic novel), the script will also indicate the possible choices and endings. Other narrative assets may also exist, such as bonus scenes, scrapped content, or outlines and other planning documents.

Art

Main article: Art

Visual novels often require a significant variety of art assets. The vast majority of visual novels will include one or more sprites, backgrounds, Event CGs, and other special graphics such as chapter cards or cut-ins. Some visual novels may also include segments of animation. Art assets are also commonly created for marketing purposes (see below). Sketches and character design documents are also types of art assets, and may be created without the intention of releasing them to the public.

Audio

Main article: Audio

Almost all visual novels will include music that plays during most scenes, and many will also include sound effects. Some visual novels include voice acting, either as part of their initial release or as an update after launch. Voice acting might be full (with voice actors reading every spoken line) or partial (with certain special lines being voiced, and/or generic voice "barks" being used repeatedly across different lines).

Programming

Main article: Programming

Programming is the process by which the visual novel is compiled into a runnable piece of software. The code produced for that software is the main (and often, only) programming asset. The vast majority of visual novels are built on top of a pre-existing visual novel engine which provides many of the necessary functions and frameworks, thereby making development much faster and easier. Programming is the stage of the process where most other types of assets are compiled and made to work together. It is also when scene direction is made into reality, arranging sprites, backgrounds, music, and transitions to compliment the written script.

User experience

Main article: User experience

A number of assets are involved in ensuring that the user has a good experience while reading/playing a visual novel. An effective Graphical User Interface (GUI), including one or more types of textbox, is essential. All types of assets must also be made with accessibility in mind, to ensure that as many types of players as possible are able to enjoy the visual novel.

Marketing

Main article: Marketing

While many assets created for marketing purposes will not be included in the final visual novel itself, the marketing process starts from the moment a visual novel's concept is conceived. Marketing includes identifying a target audience, then creating assets like an elevator pitch, log line, social media posts, and potentially advertising materials to get the finished product into their hands.