Agent skill

game-art

Game art principles. Visual style selection, asset pipeline, animation workflow.

Stars 23,776
Forks 2,298

Install this agent skill to your Project

npx add-skill https://github.com/davila7/claude-code-templates/tree/main/cli-tool/components/skills/creative-design/game-development/game-art

SKILL.md

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.

Expand your agent's capabilities with these related and highly-rated skills.

davila7/claude-code-templates

verl-rl-training

Provides guidance for training LLMs with reinforcement learning using verl (Volcano Engine RL). Use when implementing RLHF, GRPO, PPO, or other RL algorithms for LLM post-training at scale with flexible infrastructure backends.

23,776 2,298
Explore
davila7/claude-code-templates

openrlhf-training

High-performance RLHF framework with Ray+vLLM acceleration. Use for PPO, GRPO, RLOO, DPO training of large models (7B-70B+). Built on Ray, vLLM, ZeRO-3. 2× faster than DeepSpeedChat with distributed architecture and GPU resource sharing.

23,776 2,298
Explore
davila7/claude-code-templates

gguf-quantization

GGUF format and llama.cpp quantization for efficient CPU/GPU inference. Use when deploying models on consumer hardware, Apple Silicon, or when needing flexible quantization from 2-8 bit without GPU requirements.

23,776 2,298
Explore
davila7/claude-code-templates

Claude Code Guide

Master guide for using Claude Code effectively. Includes configuration templates, prompting strategies "Thinking" keywords, debugging techniques, and best practices for interacting with the agent.

23,776 2,298
Explore
davila7/claude-code-templates

qdrant-vector-search

High-performance vector similarity search engine for RAG and semantic search. Use when building production RAG systems requiring fast nearest neighbor search, hybrid search with filtering, or scalable vector storage with Rust-powered performance.

23,776 2,298
Explore
davila7/claude-code-templates

behavioral-modes

AI operational modes (brainstorm, implement, debug, review, teach, ship, orchestrate). Use to adapt behavior based on task type.

23,776 2,298
Explore

Didn't find tool you were looking for?

Be as detailed as possible for better results