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game-art

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

whodaniel☆ 2 Repository stars0 Repository forks

Installation

Follow the repository instructions for this skill and your agent. Review the files and dependencies before adding it to your workflow.

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Skill instructions

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.

Examples

Read the usage examples in the source repository.

View source ↗

Source history

Indexed on
2026-01-20
Index updated
2026-01-26
Branch
main

Index and sync dates describe this directory. View the source repository for code history.

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