skills/sickn33/game-art/SKILL.md
Game art principles. Visual style selection, asset pipeline, animation workflow.
npx skillsauth add aiskillstore/marketplace 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
Apple Human Interface Guidelines for content display components. Use this skill when the user asks about charts component, collection view, image view, web view, color well, image well, activity view, lockup, data visualization, content display, displaying images, rendering web content, color pickers, or presenting collections of items in Apple apps. Also use when the user says how should I display charts, what's the best way to show images, should I use a web view, how do I build a grid of items, what component shows media, or how do I present a share sheet. Cross-references: hig-foundations for color/typography/accessibility, hig-patterns for data visualization patterns, hig-components-layout for structural containers, hig-platforms for platform-specific component behavior.
tools
Automate HelpDesk tasks via Rube MCP (Composio): list tickets, manage views, use canned responses, and configure custom fields. Always search tools first for current schemas.
testing
Expert Haskell engineer specializing in advanced type systems, pure functional design, and high-reliability software. Use PROACTIVELY for type-level programming, concurrency, and architecture guidance.
tools
GraphQL gives clients exactly the data they need - no more, no less. One endpoint, typed schema, introspection. But the flexibility that makes it powerful also makes it dangerous. Without proper controls, clients can craft queries that bring down your server. This skill covers schema design, resolvers, DataLoader for N+1 prevention, federation for microservices, and client integration with Apollo/urql. Key insight: GraphQL is a contract. The schema is the API documentation. Design it carefully.