game-art
Game art principles. Visual style selection, asset pipeline, animation workflow.
Best use case
game-art is best used when you need a repeatable AI agent workflow instead of a one-off prompt. It is especially useful for teams working in multi. Game art principles. Visual style selection, asset pipeline, animation workflow.
Game art principles. Visual style selection, asset pipeline, animation workflow.
Users should expect a more consistent workflow output, faster repeated execution, and less time spent rewriting prompts from scratch.
Practical example
Example input
Use the "game-art" skill to help with this workflow task. Context: Game art principles. Visual style selection, asset pipeline, animation workflow.
Example output
A structured workflow result with clearer steps, more consistent formatting, and an output that is easier to reuse in the next run.
When to use this skill
- Use this skill when you want a reusable workflow rather than writing the same prompt again and again.
When not to use this skill
- Do not use this when you only need a one-off answer and do not need a reusable workflow.
- Do not use it if you cannot install or maintain the related files, repository context, or supporting tools.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/game-art/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How game-art Compares
| Feature / Agent | game-art | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Game art principles. Visual style selection, asset pipeline, animation workflow.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
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SKILL.md Source
# Game Art Principles
> Visual design thinking for games - style selection, asset pipelines, and art direction.
---
## 1. Art Style Selection
### Decision Tree
```
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 Comparison Matrix
| 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 |
---
## 2. Asset Pipeline Decisions
### 2D Pipeline
| 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 |
### 3D Pipeline
| 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 |
---
## 3. Color Theory Decisions
### Palette Selection
| 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 |
### Color Principles
- **Hierarchy:** Important elements should pop
- **Consistency:** Same object = same color family
- **Context:** Colors read differently on backgrounds
- **Accessibility:** Don't rely only on color
---
## 4. Animation Principles
### The 12 Principles (Applied to Games)
| 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 |
### Frame Count Guidelines
| 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 |
---
## 5. Resolution & Scale Decisions
### 2D Resolution by Platform
| Platform | Base Resolution | Sprite Scale |
|----------|-----------------|--------------|
| Mobile | 1080p | 64-128px characters |
| Desktop | 1080p-4K | 128-256px characters |
| Pixel art | 320x180 to 640x360 | 16-32px characters |
### Consistency Rule
Choose a base unit and stick to it:
- Pixel art: Work at 1x, scale up (never down)
- HD art: Define DPI, maintain ratio
- 3D: 1 unit = 1 meter (industry standard)
---
## 6. Asset Organization
### Naming Convention
```
[type]_[object]_[variant]_[state].[ext]
Examples:
spr_player_idle_01.png
tex_stone_wall_normal.png
mesh_tree_oak_lod2.fbx
```
### Folder Structure Principle
```
assets/
├── characters/
│ ├── player/
│ └── enemies/
├── environment/
│ ├── props/
│ └── tiles/
├── ui/
├── effects/
└── audio/
```
---
## 7. Anti-Patterns
| 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.
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This skill is applicable to execute the workflow or actions described in the overview.Related Skills
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