game-art – Design & UI skill for AI agents
Game art principles. Visual style selection, asset pipeline, animation workflow.
Install the game-art skill with one command
Pick the tool you use, copy the command and paste it in your terminal. The skill lands in that tool's skills folder and is ready in your next session.
Claude Code
mkdir -p ~/.claude/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-art-9ab34.tgz | tar xz -C ~/.claude/skills
Call it in Claude Code: /game-art – then describe the task you want done.
Codex
mkdir -p ~/.codex/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-art-9ab34.tgz | tar xz -C ~/.codex/skills
Call it in Codex: $game-art – then describe the task you want done.
Hermes Agent
mkdir -p ~/.hermes/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-art-9ab34.tgz | tar xz -C ~/.hermes/skills
Call it in Hermes Agent: /game-art – then describe the task you want done.
DeepSeek
mkdir -p ~/.deepcode/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-art-9ab34.tgz | tar xz -C ~/.deepcode/skills
Call it in DeepSeek: /game-art – then describe the task you want done.
SKILL.md content
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 guideStyle 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
Selected Animation 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 screen art: define pixel dimensions, intended display scale and aspect ratio; DPI metadata alone does not determine on-screen size
- 3D: record and convert the tool/engine unit convention (some use centimeters); validate imported scale against a known physical dimension
---
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.fbxFolder 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.
When to Use
This skill is applicable to execute the workflow or actions described in the overview.
Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
Related skills
- game-audio – Game audio principles. Sound design, music integration, adaptive audio systems.
- senior-computer-vision – Computer vision engineering skill for object detection, image segmentation, and visual…
- game-design – Game design principles. GDD structure, balancing, player psychology, progression.
- game-development – Game development orchestrator. Routes by platform, dimension, and engine fit (web 2D/3D…
- generate-nanobanana – Generate and edit images/video with Google's Gemini media models (Nano Banana 2/Pro…
- geo-brand-mentions – Brand mention and authority scanner for AI visibility.
- senior-frontend – Frontend development skill for React, Next.js, TypeScript, and Tailwind CSS…
- gh-image – Upload local images to GitHub and get canonical user-attachments embed URLs; use when…