Sprite Sheet Bays
A sprite sheet bay takes a character, effect or prop set and slices it into an atlas that the target engine can import without manual repair. The bay works from a rig profile supplied by the client, which declares frame size, pivot placement, padding and the palette depth the project already uses. Sheets are delivered as packed atlases with a companion data file naming each animation, its frame count and its loop flag. Where a project has unusual requirements, such as directional eight way sheets or large boss frames that must share one texture page, the bay documents the compromise rather than hiding it.
The bay also handles re-slicing for platform ports. When a title moves from one engine to another, the art usually survives intact but the packing does not, and the bay can rebuild the atlas against the new frame rules while keeping every animation name stable. Client teams receive the finished sheet, the data file and a short note listing any frame that required redrawing to satisfy padding rules. Nothing leaves the bay without passing an import test on the target engine version recorded in the brief.