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RP2350 Retro Game Platform · Design Handoff

Sock Rescue
Human-Designed Assets

A production-ready art, animation, audio, UI, and gameplay-design checklist for the first game—updated for consecutive-sock streaks and the randomly appearing golden sock.

One-screen arcade game C++ / Pico SDK 640 × 480 target Platform-first architecture
17MVP design deliverables
4+normal sock variants
×5maximum streak multiplier
1complete golden-sock set
01 · Foundation

Visual direction

Define one coherent language that remains readable on an HDMI display and feasible within RP2350 rendering and memory constraints.

  • One-page art-direction sheet
  • Mood, personality, and intended audience
  • Color palette with exact RGB or hex values
  • Pixel-art resolution and scaling rules
  • Character proportions
  • Outline, lighting, and shading conventions
  • Reference images or mood board
  • Animation timing examples
  • Visual-intensity progression at higher streaks
  • Golden-sock glow and shimmer treatment
02–03 · Characters

Player and dog

Player character

  • Character turnaround or model sheet
  • Idle and run left/right animations
  • Catch, miss, and hit/stumble animations
  • High-streak reaction or energized catch
  • Golden-sock catch or celebration
  • Victory and defeat animations
  • Character portrait or HUD icon

Dog character

  • Dog model sheet, idle, walk/run, and chase
  • Sock pickup and normal-sock carry
  • Golden-sock carry
  • Turn, distracted, confused, and caught reactions
  • Normal-sock steal celebration
  • Enhanced golden-sock celebration
  • Dog portrait or HUD icon
Player animationFirst-pass framesRequired metadata
Idle2–4Ground-contact point, collision area, mouth or hand attachment point, anchor point, and horizontal-flipping rules.
Run4–6
Catch3–5
Miss / hit2–4
Golden catch / celebration4–6
04–05 · Core collectibles

Normal and golden socks

Normal sock set

  • At least four distinct colors and patterns
  • Falling or rotating poses
  • Floor/resting, dog-carried, and player-saved poses
  • Optional dirty or damaged pose
  • Sock shadow and small HUD/results icon

Golden sock set

  • Falling, resting, carried, and saved poses
  • Animated shimmer plus glow/highlight treatment
  • Spawn sparkles and warning indicator
  • Catch burst, stolen effect, and optional trail
  • GOLDEN SOCK! announcement and score popup
  • Small HUD/results icon
The golden sock must remain recognizable without depending entirely on alpha blending or expensive transparency effects.
06 · World

One-screen room environment

  • Complete room concept
  • Back wall and floor
  • Laundry basket or hamper
  • Clothesline, dryer, or other spawn source
  • Doors, windows, furniture, rugs, and shelves
  • Foreground overlays and environment shadows
  • Walkable-area reference
  • Collision-obstacle reference
  • Approved sock spawn locations
  • Optional golden-sock emphasis or lighting layer
Deliver major objects as separate layers so engineering and game design can tune placement without repainting the room.
07–08 · Gameplay feedback

Effects, streaks, and multipliers

Normal gameplay effects

  • Sock spawn, saved, and stolen effects
  • Point-value popup
  • Dog dust clouds and movement streaks
  • Collision impact and warning indicator
  • Lost-life and wave-complete effects
  • Screen transitions

Streak feedback

  • SOCK STREAK label and number treatment
  • ×1 through ×5 multiplier treatments
  • Normal and multiplied score popups
  • Combo-increase and combo-break effects
  • 5- and 10-sock milestone announcements
  • Maximum-streak effect and results badge
Consecutive savesMultiplierVisual treatment
1–2×1Standard
3–4×2Brighter popup
5–7×3Added accent or burst
8–11×4Stronger glow and motion
12+×5Maximum-intensity treatment
09–10 · Interface & identity

HUD, screens, and branding

HUD and interface

  • Score, streak, multiplier, and lives/safety meter
  • Timer and wave indicator, if used
  • Golden-sock notification area
  • Pause icon and controller prompts
  • Start, pause, game-over, victory, and results screens
  • High-score entry; buttons, panels, borders, selectors
  • Small/large number glyphs and bitmap font

Branding and title

  • Sock Rescue logo and title treatment
  • Platform splash-screen graphic
  • Title-screen composition
  • Game-selection thumbnail and loading icon
  • Optional tagline
  • High-score badge or emblem
  • Optional golden-sock promotional motif
Results screen fields: final score, socks saved, socks stolen, longest streak, golden socks saved/stolen, and highest multiplier reached.
11 · Implementation contract

Animation specifications

Every animated asset should arrive with enough metadata that engineering does not have to infer timing, anchors, or collision behavior.

  • Frame order and duration
  • Looping behavior
  • Animation origin
  • Ground-contact point
  • Collision-box recommendation
  • Attachment points
  • Horizontal-flipping permission
  • Transition notes
  • Preview GIF or video
  • Golden shimmer loop timing and method
  • Particle count, duration, and layer order
  • Transparency requirements
12 · Sound

Audio assets and direction

Music

  • Title and gameplay loop
  • High-streak layer or variation
  • Game-over and victory stingers
  • Results-screen music

Normal gameplay

  • Spawn, catch, dog pickup, and footsteps
  • Barks and playful dog sounds
  • Player movement and reactions
  • Score, menu, pause, and resume

Streak system

  • Streak and multiplier increase
  • 5- and 10-sock milestones
  • Maximum multiplier and combo break
  • Escalating catch variations

Golden sock

  • Spawn cue and shimmer/presence loop
  • Catch and score award
  • Stolen cue
  • Player and dog celebration
Supply original audio as uncompressed WAV masters before conversion to the RP2350 runtime format.
13 · Human game design

Level and gameplay-design materials

  • Room layout and movement boundaries
  • Normal and golden-sock spawn locations
  • Obstacle placement
  • Difficulty progression and wave definitions
  • Scoring rules and streak thresholds
  • Multiplier progression and combo-reset conditions
  • Golden-sock frequency and minimum gap
  • Golden-sock availability time
  • Dog behavior when a golden sock appears
  • Win and loss conditions
  • Tutorial sequence
  • Desired moment-to-moment pacing
14 · Delivery

Required sources, exports, and manifest

Source & exports

  • Editable Aseprite, Figma, Photoshop, Illustrator, or equivalent files
  • Transparent PNG sprite sheets
  • PNG backgrounds and separate environment layers
  • Exact palette file
  • Uncompressed WAV masters
  • Animation preview GIFs/videos
  • Licenses, attribution, and version IDs

Manifest fields

  • Asset ID and filename
  • Dimensions and frame count
  • Frame duration and anchor point
  • Collision and attachment guidance
  • Palette and memory estimate
  • Version and designer notes
games/sock-rescue/assets/
├── characters/
├── socks/
├── environment/
├── effects/
├── ui/
├── audio/
└── source/
Game-specific assets stay inside games/sock-rescue/assets/. Reusable loaders, converters, placeholder assets, and asset-processing tools remain part of the platform engine.
First playable

Updated MVP design package

The smallest complete human-designed package needed for a convincing playable build.

  1. Art-direction sheet and palette
  2. Player idle, run, catch, and golden-catch sprites
  3. Dog idle, run, pickup, normal-carry, and golden-carry sprites
  4. Four normal sock variants
  5. Complete golden-sock sprite set
  6. One layered room background
  7. Score, lives, streak, and multiplier HUD
  8. ×1 through ×5 multiplier treatments
  9. Five- and ten-sock milestone graphics
  10. Combo-break effect
  11. Normal save, steal, and dust effects
  12. Golden spawn, shimmer, catch, and stolen effects
  13. Title, pause, game-over, and results screens
  14. Bitmap font
  15. Animation, anchor, attachment, and collision reference sheet
  16. Core normal, streak, and golden-sock sound effects
  17. Asset manifest