A Seed Pack is a collection of info that you need to prepare to set any external game dev up for success in creating assets for your project.
1 pager overview
Asset list
Starting point - Concept/Ref
WGLL
Docs - Style guides / Technical docs
Resources
For bidding you only need parts 1-4
For production you'll need to include parts 5-6
A one pager overview - (Example)
This is a very short doc (ideally one page) that defines the basics of what you're asking to be built.
The one pager should include:
Phases of delivery for review/approval
Time estimates
Deliverables
Asset list - (Example)
Include a full list of the assets that you're asking to have built.
Asset list should include:
Rough days of effort per asset
Poly count, texture count and sizes
Any game-play implications of this asset.
Will it be destructible?
How close will the player get to it?
In general keep this as simple as possible. You don't have to include too much info as long as your WGLL covers the average of the effort needed for each asset.
Starting point - Concept/Ref
What will you provide for them to start from? Give an example.
All assets sent out should have a functional in-game blockout that you or your internal artists have created.
That way the level designers have an accurate asset to place in the level that will eventually just update with better visuals with no effort from the designers as the external work is done.
WGLL - (Example)
This is both an artistic and technically correct example of what good looks like.
This screenshot above is just a still image but you should be sending out all the source files for the external folks to reverse engineer.
Docs - Style guides / Technical docs - (Example)
These are detailed docs that will be used at reference with artistic and technical breakdowns of how to to build your assets
Resources - (Example)
Include any software, scripts, templates, base meshes, and Photoshop brushes that you use internally to build the assets.