skills/prepare-game-art-handoff/SKILL.md
Prepare game art assets for implementation handoff with style references, source/runtime file paths, atlas metadata, pivots, anchors, animation rows, collision assumptions, sorting layers, licensing, and validation checks. Use when art roles deliver assets to engineering, QA, game design, or documentation.
npx skillsauth add timothymeadows/opencaw prepare-game-art-handoffInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Use when sprites, tiles, props, VFX, UI icons, parallax layers, generated concepts, pre-rendered assets, or isometric art need to move from concept or production into an engine/runtime workflow.
../STYLE.md and any relevant .styles template before describing the handoff../commands/print-game-art-handoff-template.sh [asset-type] [engine]./commands/print-isometric-production-checklist.sh [asset-type]./commands/inspect-animation-sheet-folder.sh [folder] [cell-size]./commands/validate-style-contract.sh [STYLE.md]tools
Review isometric and 2.5D game art for projection, tile metrics, anchors, elevation, depth sorting, occlusion, lighting, walkability, and gameplay readability. Use for isometric sprites, tiles, props, environments, VFX, maps, atlas handoffs, or style reviews.
testing
Maintain, generate, or validate the host repository STYLE.md art contract from OpenCaw .styles templates. Use when visual work must preserve a project art direction, when a user asks to choose or change art styles, or when art roles need to verify that STYLE.md still references valid style templates.
tools
Generate the host repository STYLE.md by composing one or more selected templates from ./.styles/.
testing
Plan and specify production-ready game art sheets, including environment tilesets, biome/terrain sets, autotile sets, prop atlases, and directional character animation sheets with 4, 6, 8, 16, or custom facing counts. Use when art roles need to create tilesets or sprite animation sets before implementation handoff.