Terrain is drawn edge-to-edge as tiles — keep those seamless. Nodes, props, drops, foes and hazards take a single image, drawn where the vector art is now; cracks, glows, health pips and name tags stay on top. Scene holds the two whole-mine layers: a background under everything and a foreground your navis walk behind. The miner has its own tab, where a directional sprite sheet can be checked before it goes live. Anything you do not replace keeps the built-in drawing, and open mines pick changes up instantly.
§Kevin: "a tab in the asset library to upload a custom avatar for your navi just like we do in the cooking game." Drop a directional sprite sheet — rows are facings, columns are the walk cycle — and every facing walks here, live, before anything is uploaded. A wrong row order is visible as "walking up while facing down" right now, on this page, rather than on a projector mid-event. A single image works too: it is simply flipped by direction.
1 · the file
PNG · GIF · WEBP · JPEG
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2 · the grid
pick a file and the grid is guessed from its shape
3 · every facing, walking
Each box is one ROW of your sheet, animating at the frame rate above. Tell the game which facing each row is — if row 1 is your miner walking down, leave it on down. The game reads the aim direction and picks the row.