# Game integration Studio Export writes: ```text exports/ .sfa palettes.sfp index.json spriteforge_assets.h reload.json ``` The game includes `include/sfa.h` (or the C++17 RAII `include/sfa.hpp`) and the generated `spriteforge_assets.h`. Asset and animation identifiers are compile- time enums, not strings. At development time the game watches `reload.json.sequence`. When it changes, reload the listed `.sfa` files and the palette pack at a safe frame boundary. Production builds copy the export directory into their normal data package. The intended C++ call site is conceptually: ```cpp draw_sprite(SF_ASSET_FIELD_AGENT, SF_ANIM_WALK, direction, frame, world_x, world_y, palette, light); ``` SpriteForge never edits or imports game code. The game supplies an export path, and its tiny runtime owns file I/O and hot-reload policy. Equipment will use synchronized assets with identical animation/direction/frame coordinates and pivots: body, armour, weapon and effects are loaded separately and blitted in the exported layer order. This avoids baking every possible combination while keeping the generative authoring process reviewable.