# Endless Runner Premium Quality Checklist

- Player avatar or vehicle has a strong readable silhouette from the chase camera.
- Player avatar or vehicle includes visible subassemblies such as body shell, cockpit/core, fins/wings, engines, trim, emissive state, and trail.
- Player collision footprint is visually understandable at speed.
- Obstacle families have distinct silhouettes, colors/materials, and telegraphing.
- At least three obstacle families are present: low barrier, gate/arch, moving/animated or special hazard.
- Rewards/pickups are readable at distance and have collection feedback.
- At least two reward/interactable variants exist beyond one recolored pickup.
- Lane/path markings communicate safe choices without turning into visual noise.
- Foreground, midground, and background layers create speed and depth.
- World segments include reusable procedural prop kits, not only stretched boxes.
- Skyline/world modules include rooflines, setbacks, signage/window bands, supports, cables, antennas, or parallax layers.
- Speed effects reinforce motion while preserving the next lane decision.
- Camera FOV, follow smoothing, shake, roll, and horizon framing support speed without nausea.
- HUD prioritizes run state: distance/progress, score/streak, health/shield, boost/overdrive, fail/retry.
- HUD is not a grid of generic debug/stat cards unless that is an intentional diegetic style.
- Fail, crash, near miss, boost, milestone, and restart states have polished feedback.
- Mobile layout keeps controls away from hazards, player focal area, and safe-area edges.
- Worst-case segment performance is checked with renderer diagnostics.
- The game is playtested through ramp-up, ordinary collection, hazard avoidance, failure, and restart.
