skills/technical-art/SKILL.md
Use when writing shader briefs, defining performance budgets, creating LOD strategies, or bridging art and engineering
npx skillsauth add kienbui1995/magic-powers technical-artInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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When optimizing a game's visual pipeline, writing briefs for shaders or VFX, or establishing art performance standards.
Define per target platform before art production starts: | Asset Type | Mobile Budget | Console/PC Budget | |-----------|--------------|------------------| | Character polygons | 5k–15k | 50k–200k | | Texture resolution | 512–1024 | 2048–4096 | | Draw calls per frame | < 100 | < 500 | | Particle count per effect | 50–100 | 500–1000 |
Set budgets before production — retrofitting is expensive.
Automatic LOD generation: Simplygon, InstaLOD, or Unreal/Unity auto-LOD.
Per shader (e.g., "Water Surface Shader"):
Per effect:
content-media
Use when designing for XR (AR/VR/MR), choosing interaction modes, or adapting 2D UI patterns for spatial computing
testing
Use when creating new skills, editing existing skills, or verifying skills work before deployment
development
Use when you have a spec or requirements for a multi-step task, before touching code
development
Use when executing a structured workflow — select and run a feature, bugfix, refactor, research, or incident template with correct agent and model assignments per phase.