What problem does it solve? It replaces gray blockout primitives in Unity minigames with real art assets while preserving the physics and gameplay geometry validated in earlier pipeline phases, preventing scene regressions and merge losses. ## Core Features & Use Cases - Code-driven dressing: Builds art via editor scripts (<Game>Dress.cs) alongside arena builders so every visual element is reproducible by rebuild and survives branch merges. - Synty asset pipeline: Searches packs with synty_catalog.py, measures prefab dimensions numerically, generates contact sheets, and bakes used assets into _Project/Art/<Game>/ so scenes no longer depend on Assets/Synty/**. - Subphase acceptance gates: Covers art brief (4.0), dressing (4.1), palette (4.2), environment and lighting (4.3), VFX on existing network events (4.4), and baking (4.6), each with numeric audits (zero colliders in dressing, zero floating objects, zero rebuild warnings). - Use Case: Given a finished blockout for a minigame like Duck Hunt, produce an approved art brief, dress the arena with measured Synty models, add lighting and VFX, bake the scene, and deliver screenshots plus measurement tables for designer sign-off. ## Quick Start Run the mg-art phase 4 process on the minigame named Duck Hunt, starting with the art brief subphase 4.0.