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    davila7

    game-art

    davila7/game-art
    Design
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    SKILL.md

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    About

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

    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.

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    Repository
    davila7/claude-code-templates
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