gamedev-core/skills/game-development/game-art/SKILL.md
Game art principles. Visual style selection, asset pipeline, animation workflow.
npx skillsauth add bernatmv/ai-rules 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.
This skill is applicable to execute the workflow or actions described in the overview.
development
Keyword research and validation with real search-demand data — never ship keywords from intuition alone. Probes Google Autocomplete per language (free, no account) to prove demand and discover the exact phrasing people type, checks SERPs for winnability, and uses Keyword Planner/Ahrefs/Semrush exports when the user has access. Activates when: choosing or reviewing SEO keywords, meta keywords, page titles, article topics or slugs, landing page copy targeting search, App Store/ASO keyword fields, multilingual keyword sets, 'what should we rank for', 'keyword analysis', or auditing why a page doesn't rank. Also invoke it as a validation pass whenever another skill or task produces a keyword list.
development
Automate YooAsset hot-update and asset bundles — build bundles, run Editor simulate builds, manage Collector groups, analyze BuildReport, and validate runtime. Use when building or simulating YooAsset bundles, configuring collectors, or validating hot-update assets, even if the user just says "热更" or "打AB包". 自动化 YooAsset 热更新与资源包(构建 bundle、编辑器模拟构建、管理 Collector 分组、分析 BuildReport、运行时校验);当用户要构建或模拟 YooAsset 资源包、配置 collector、或校验热更资源时使用。
development
Source-anchored design rules for YooAsset v2.3.18 — initialization, default-package shortcuts, play modes, asset handles, loading, updates, filesystem, build, and pitfalls. Use when writing or reviewing YooAsset code, initializing packages, loading assets via handles, setting up hot-update/download, or choosing a play mode, even if the user just says "热更" or "资源包". 为 YooAsset v2.3.18 提供源码锚定的设计规则(初始化、默认包快捷方式、运行模式、资源句柄、加载、更新、文件系统、构建、陷阱);当用户要编写或审查 YooAsset 代码、初始化 package、用句柄加载资源、配置热更/下载、或选择运行模式时使用。
data-ai
Last-resort guidance for safely hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) — reference/fileID repair, GUID safety, and merge-conflict fixes. Use when REST cannot reach the change and YAML must be hand-edited — fixing m_Script GUIDs, broken fileID references, .meta files, or merge conflicts, even if the user just says "场景文件打不开" or "引用丢了". 安全手编 Unity 序列化 YAML(.unity/.prefab/.asset/.meta/ProjectSettings)的最后手段(引用/fileID 修复、GUID 安全、合并冲突修复);当 REST 无法触达、必须手编 YAML 时使用——修复 m_Script GUID、断裂 fileID 引用、.meta 文件或合并冲突。