game-art – skill Thiết kế & UI cho agent AI
Nguyên tắc nghệ thuật game. Lựa chọn phong cách hình ảnh, quy trình tài nguyên, quy trình animation.
Cài skill game-art bằng một lệnh
Chọn công cụ bạn đang dùng, copy lệnh và dán vào terminal. Skill sẽ nằm trong thư mục skills của công cụ đó và sẵn sàng dùng ở phiên làm việc tiếp theo.
Claude Code
mkdir -p ~/.claude/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-art-9ab34.tgz | tar xz -C ~/.claude/skills
Gọi trong Claude Code: /game-art – rồi mô tả công việc bạn muốn làm.
Codex
mkdir -p ~/.codex/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-art-9ab34.tgz | tar xz -C ~/.codex/skills
Gọi trong Codex: $game-art – rồi mô tả công việc bạn muốn làm.
Hermes Agent
mkdir -p ~/.hermes/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-art-9ab34.tgz | tar xz -C ~/.hermes/skills
Gọi trong Hermes Agent: /game-art – rồi mô tả công việc bạn muốn làm.
DeepSeek
mkdir -p ~/.deepcode/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-art-9ab34.tgz | tar xz -C ~/.deepcode/skills
Gọi trong DeepSeek: /game-art – rồi mô tả công việc bạn muốn làm.
Nội dung SKILL.md
Nội dung SKILL.md gốc bằng tiếng Anh.
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.
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