⚡ Official Master Production Portal • All-In-One Hub

RIDE CITY PRODUCTION BIBLE

RIDE • DELIVER • EARN • "YOUR CITY. YOUR RULES."

The consolidated, single master webpage integrating all project documentation, 68 asset specifications, dual 2D turnaround & 3D AI generation prompts, Blender 5.1 automation scripts, realistic PBR mobile guidelines, and team accountability matrix.

🎮 Unreal Engine 5.8 📱 Mobile Vulkan / Forward Shading (60 FPS) 🧊 Blender 5.1 MCP Live Socket ✨ ZexKraft Studios Official Theme
Official Art Direction

1. Master Poster & Visual Identity

Resolution: Ultra HD • Studio: ZexKraft Studios
Ride City Official Game Poster by ZexKraft Studios
🖼️ Official Master Game Poster | ZexKraft Studios
Aesthetic Calibration

Cyber-Urban Asian Metropolis

The official poster establishes the visual foundation for the entire game: golden-hour sunlight glistening on wet asphalt, towering skyscrapers, dense auto-rickshaws, and high-intensity neon purple/cyan smartphone ride requests.

🏍️ Hero Streetfighter & Kabir
Naked sports bike in metallic black with electric purple and cyan racing decals, under-seat red LED tail bar, and 'RIDE CITY' number plate. Kabir equipped with black riding windbreaker, purple aerodynamic helmet, and the signature glowing ZexKraft Studios courier backpack.
📱 In-Game Smartphone UI
Floating curved smartphone with '10:24 ZK RIDE CITY', dark blue map with purple route spline, cyan 'City Mall' pickup, purple 'Railway Station' drop, ₹85 fare, green 'ACCEPT' and red 'DECLINE' pill buttons.
🛣️ In-World Navigation & HUD
Glowing magenta/cyan chevron ribbon projected on road surface, 68 km/h circular cyan speedometer, compass radar, teal '02:30' pickup timer, and receipt card with +₹95 payout and 5-star customer rating.
🎨 Theme Palette: #00f2fe (Cyan) • #a855f7 (Purple) • #10b981 (Green) • #ef4444 (Red)
State Machine & Loop

2. Official 8-Step Core Loop & 5 Pillars

From free-roam patrol to high-stakes pickup deadlines and 5-star passenger payouts.

🏍️
1. Go Online
Ready for dispatch
📱
2. Ride Request
10s Accept/Decline
🧭
3. Navigate
Yellow waypoint sprint
🧍
4. Pick Up
Client boards pillion
📍
5. Destination
Weave through traffic
🏁
6. Drop Off
Reach target circle
₹
7. Payment
Fare + Tips + Stars
🔄
8. New Ride
Repeat the hustle
🏙️

Open World City

Explore a living 500m city with traffic, pedestrians, narrow alleys, and dynamic passenger hotspots.

📲

Dynamic Requests

Real-time calls, 10s accept or decline window, distance bonuses, and high-fare surge zones.

⏱️

Challenging Timers

Reach pickup (02:30) and drop-off (05:42) before the countdown expires with penalty risks.

🏍️

Multiple Bikes

Upgrade your ride, unlock 200cc naked sports bikes, 110cc commuter scooters, and high-tech EVs.

⭐

Rating System

Drive safe, avoid violent crashes, keep your rating 5-star, and unlock maximum passenger tips.

Production Workflow

3. The 2-Step 2D-to-3D Asset Protocol

Generate clean orthographic concept sheets first to lock in proportions before AI 3D mesh generation and Blender decimation.

🎨

Step 1: 2D Reference Sheet

Copy the "2D Ref Sheet Prompt" from the catalog. Paste into Midjourney v6 (--ar 16:9 --v 6.0) or Flux.1 to generate 4-view orthographic turnaround sheets (Front, Side, Back, 3/4) on neutral cyclorama.

🧊

Step 2: 3D Ingestion (Hunyuan3D)

Feed the 2D reference sheet into Hunyuan3D 2.0 or Meshy 4 using the "3D Model Prompt". The AI derives depth and quad geometry directly matching the reference silhouette.

⚙️

Step 3: Blender 5.1 & UE5 Export

Import into Blender 5.1: Center pivot to origin (0,0,0), decimate to target mobile poly budget, bake high-to-low 1K normal maps, pack ORM textures, and export FBX (-Y Forward, Z Up).

Complete Production Manifest

4. Master Asset Catalog (68 Assets)

Every 3D mesh, vehicle, prop, sound, and widget tagged with its Unreal label, 2D Reference Prompt, and 3D Model Prompt.

🔍
Mobile Graphics Architecture

5. Realistic PBR & Mobile 60 FPS Formula

Achieving 95% of console graphical fidelity on Android and iOS within strict mobile hardware constraints.

💎

Bake, Don't Brute-Force

Never render 100k polygon desktop Nanite meshes on phones. Use 5k–7.5k tri base meshes with tangent-space normal maps baked from high-poly sculpts.

📦

Channel-Packed ORM

Combine three maps into one RGB texture (R: AO, G: Roughness, B: Metallic). Cuts texture samplers and mobile bandwidth by two-thirds.

🛣️

Modular 500cm Grid

Snap modular road segments and building facades cleanly on 500cm/1000cm grid intervals. Utilize Instanced Static Meshes (ISM) to keep draw calls under 120.

🔊

Field Audio Loops

Use 44.1kHz 16-bit mono single-cylinder engine loops (under 400KB) crossfading from 850 RPM idle to 7000 RPM high throttle.

⚙️ Blender 5.1 High-to-Low Baking Pipeline Checklist

1. Geometry Cleanup: Run Mesh > Clean Up > Degenerate Dissolve and delete zero-area faces and non-manifold edges.
2. Target Decimation: Props (300–1,500 tris), Vehicles (6,000–7,500 tris), Characters (5,000–8,000 tris).
3. Pivot Alignment: Reset origin point to bottom-center (X:0, Y:0, Z:0) for seamless road snapping.
4. UV Packing: Pack UV0 without overlapping for PBR textures. Generate non-overlapping UV1 lightmap channel.
5. Convex Collision: Create simplified collision meshes named UCX_MeshName. Never use per-poly collision on mobile.
6. FBX Export: Set forward vector to -Y Forward, Z Up with Scale 100.0 (1 unit = 1 cm).
Automation Toolchain

6. Blender 5.1 MCP & Production Suite

Headless automation scripts and live MCP socket bridge connecting AI agent tools directly into Blender 5.1.

Live Socket Bridge Port: 9876

Interactive Blender Live Bridge

When Blender 5.1 is open with the Ride City addon active, the AI executes viewport actions, object inspections, bone rigging, and automated normal baking live over localhost TCP.

uv run python scripts/blender_service.py --host 127.0.0.1 --port 9876
Headless Batch Processing No GUI Mode

Batch Sanitization & Auto Decimation

Processes raw Hunyuan3D geometry in background mode without launching the Blender UI. Automatically removes non-manifold edges, applies decimate modifier, and exports clean FBX.

blender --background --python scripts/sanitize_hunyuan.py -- input.obj output.fbx
Team Structure

7. Team Accountability & Ownership Matrix

Clear responsibility boundaries to maintain velocity and eliminate duplicate work across the studio.

VR
Technical Lead & Architecture

Vivekanand Rajbhar

  • • Unreal Engine 5.8 core architecture & project build settings.
  • • Chaos vehicle controller, lean physics, and suspension raycasting.
  • • Core mission state machine (Idle → Alert → Board → Drop → Payout).
  • • UMG smartphone UI architecture, in-world GPS road spline pathfinding.
JS
3D Asset & Environment Lead

Japit Shastri

  • • Hunyuan3D asset generation prompts & raw mesh ingestion.
  • • Blender 5.1 retopology, decimation, origin pivot setup, and UV packing.
  • • Channel-packed ORM PBR textures & high-to-low normal baking.
  • • 500m x 500m modular city assembly & simplified convex collisions (UCX_).
AR
Animation, Audio & Polish Lead

Ankur Singh Rajput

  • • Character rigging (Mixamo / DeepMotion) for Kabir and passengers.
  • • Driver motorcycle handling IK, lean blend spaces, mount/dismount montages.
  • • 4-stroke engine sound cues, dual-tone horn, tire skids, and UI audio mix.
  • • Hinglish passenger voiceover integration (*"Bhaiya jaldi chalo"*, *"Aaram se"*).
📋 Prompt copied to clipboard!