.agent/skills/game-development/game-art/SKILL.md
Game art principles. Visual style selection, asset pipeline, animation workflow.
npx skillsauth add CongDon1207/AGENTS.md game-artInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Visual design thinking for games - style selection, asset pipelines, and art direction.
What feeling should the game evoke?
│
├── Nostalgic / Retro
│ ├── Limited palette? → Pixel Art
│ └── Hand-drawn feel? → Vector / Flash style
│
├── Realistic / Immersive
│ ├── High budget? → PBR 3D
│ └── Stylized realism? → Hand-painted textures
│
├── Approachable / Casual
│ ├── Clean shapes? → Flat / Minimalist
│ └── Soft feel? → Gradient / Soft shadows
│
└── Unique / Experimental
└── Define custom style guide
| Style | Production Speed | Skill Floor | Scalability | Best For | |-------|------------------|-------------|-------------|----------| | Pixel Art | Medium | Medium | Hard to hire | Indie, retro | | Vector/Flat | Fast | Low | Easy | Mobile, casual | | Hand-painted | Slow | High | Medium | Fantasy, stylized | | PBR 3D | Slow | High | AAA pipeline | Realistic games | | Low-poly | Fast | Medium | Easy | Indie 3D | | Cel-shaded | Medium | Medium | Medium | Anime, cartoon |
| Phase | Tool Options | Output | |-------|--------------|--------| | Concept | Paper, Procreate, Photoshop | Reference sheet | | Creation | Aseprite, Photoshop, Krita | Individual sprites | | Atlas | TexturePacker, Aseprite | Spritesheet | | Animation | Spine, DragonBones, Frame-by-frame | Animation data | | Integration | Engine import | Game-ready assets |
| Phase | Tool Options | Output | |-------|--------------|--------| | Concept | 2D art, Blockout | Reference | | Modeling | Blender, Maya, 3ds Max | High-poly mesh | | Retopology | Blender, ZBrush | Game-ready mesh | | UV/Texturing | Substance Painter, Blender | Texture maps | | Rigging | Blender, Maya | Skeletal rig | | Animation | Blender, Maya, Mixamo | Animation clips | | Export | FBX, glTF | Engine-ready |
| Goal | Strategy | Example | |------|----------|---------| | Harmony | Complementary or analogous | Nature games | | Contrast | High saturation differences | Action games | | Mood | Warm/cool temperature | Horror, cozy | | Readability | Value contrast over hue | Gameplay clarity |
| Principle | Game Application | |-----------|------------------| | Squash & Stretch | Jump arcs, impacts | | Anticipation | Wind-up before attack | | Staging | Clear silhouettes | | Follow-through | Hair, capes after movement | | Slow in/out | Easing on transitions | | Arcs | Natural movement paths | | Secondary Action | Breathing, blinking | | Timing | Frame count = weight/speed | | Exaggeration | Readable from distance | | Appeal | Memorable design |
| Action Type | Typical Frames | Feel | |-------------|----------------|------| | Idle breathing | 4-8 | Subtle | | Walk cycle | 6-12 | Smooth | | Run cycle | 4-8 | Energetic | | Attack | 3-6 | Snappy | | Death | 8-16 | Dramatic |
| Platform | Base Resolution | Sprite Scale | |----------|-----------------|--------------| | Mobile | 1080p | 64-128px characters | | Desktop | 1080p-4K | 128-256px characters | | Pixel art | 320x180 to 640x360 | 16-32px characters |
Choose a base unit and stick to it:
[type]_[object]_[variant]_[state].[ext]
Examples:
spr_player_idle_01.png
tex_stone_wall_normal.png
mesh_tree_oak_lod2.fbx
assets/
├── characters/
│ ├── player/
│ └── enemies/
├── environment/
│ ├── props/
│ └── tiles/
├── ui/
├── effects/
└── audio/
| Don't | Do | |-------|-----| | Mix art styles randomly | Define and follow style guide | | Work at final resolution only | Create at source resolution | | Ignore silhouette readability | Test at gameplay distance | | Over-detail background | Focus detail on player area | | Skip color testing | Test on target display |
Remember: Art serves gameplay. If it doesn't help the player, it's decoration.
development
Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, or applications, OR when they provide screenshots/images/designs to replicate or draw inspiration from. For screenshot inputs, extracts design guidelines first using ai-multimodal analysis, then implements code following those guidelines. Generates creative, polished code that avoids generic AI aesthetics.
development
Use when the user asks to investigate, understand, explore, or explain how a feature works, asks about existing logic, or wants to understand code flow. Triggers on keywords like "how does", "explain", "investigate", "understand", "what does", "where is", "how works", "logic flow", "trace", "explore feature".
development
Use when the user asks to implement a new feature, enhancement, add functionality, build something new, or create new capabilities. Triggers on keywords like "implement", "add feature", "build", "create new", "develop", "enhancement".
development
Use when the user asks to generate comprehensive feature documentation with verified test cases, create feature README with code evidence, or document a complete feature with test verification. Triggers on keywords like "feature documentation", "document feature", "comprehensive docs", "feature README", "test verification", "verified documentation".