This document discusses 2D art creation for real-time 3D web games. It covers character, environment, and promotional artwork design. For characters, different styles were sketched and a survey selected the final style. The 3D model was adjusted by increasing limb and decreasing head scales for better balance. Camera angle and movement were also adjusted for clearer animation viewing. Costumes were initially separate but combining them yielded poor results, so full sets and topics were used instead. For environments, 2D sketches could not capture all contours so cleanups were needed for similar 2D and 3D results. Common texture libraries helped optimize art resources between 2D and 3D artists. Final promotional artworks combined all characters, backgrounds, and effects using