# MVP Character Proxies The 0.1.O investor visual pass introduces first playable character proxies for the startup character selection flow. These are not final production humans; they are practical, human-scale stand-ins that remove the single default dummy presentation while the final realistic character art pipeline is still pending. ## Current Proxies - Young adult male: `/Game/Characters/Mannequins/Meshes/SKM_Manny_Simple` - Young adult female: `/Game/Characters/Mannequins/Meshes/SKM_Quinn_Simple` - Male workwear material: `/Game/Agrarian/Characters/Materials/M_AGR_CharacterProxy_Workwear_Male` - Female workwear material: `/Game/Agrarian/Characters/Materials/M_AGR_CharacterProxy_Workwear_Female` The materials use muted earth-tone workwear colors so the character reads as an Agrarian survivor/pioneer proxy instead of an untouched template dummy. ## Runtime Flow The MVP frontend stores the selected young-adult archetype. When the loading segment closes, it issues `AgrarianSelectCharacter male` or `AgrarianSelectCharacter female`. The player controller records the selected proxy and applies the matching mesh/material to the possessed Agrarian player character. The character asset folder is always cooked for investor builds so both proxy materials remain available in packaged clients. ## Replacement Path Final character work should replace these proxies with grounded realistic human assets, production clothing, age/condition variation, and replication/persistence of visual state. The current C++ selection path is intentionally simple so final assets can slot into the same male/female archetype switch without reworking the menu flow.