3d-graphics-and-render…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity, silhouette design, value/contrast as eye-direction, reserved signal colors, visual-language consistency, and how an AI engine keeps a coherent house style
Claude Code
$ npx -y skills add rondorkerin/gamestack --skill art-direction-and-readability --agent claude-code
Codex
$ npx skills add rondorkerin/gamestack --skill art-direction-and-readability -a codex -y
Cursor
$ npx skills add rondorkerin/gamestack --skill art-direction-and-readability -a cursor -y
Gemini CLI
$ npx skills add rondorkerin/gamestack --skill art-direction-and-readability -a gemini-cli -y
GitHub Copilot
$ npx skills add rondorkerin/gamestack --skill art-direction-and-readability -a github-copilot -y
OpenCode
$ npx skills add rondorkerin/gamestack --skill art-direction-and-readability -a opencode -y
Windsurf
$ npx skills add rondorkerin/gamestack --skill art-direction-and-readability -a windsurf -y
name: art-direction-and-readability description: Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity, silhouette design, value/contrast as eye-direction, reserved signal colors, visual-language consistency, and how an AI engine keeps a coherent house style across generated content. Triggers on "art direction", "readability", "silhouette", "signal color", "yellow paint", "visual hierarchy", "style guide", "make it readable", "stylization vs realism", "how should the game look".
How to make a game **read** — so the player can instantly answer the gameplay questions the scene poses (friend or foe? safe to touch? where do I go?) — and how an AI content engine holds one coherent visual language across thousands of generated pieces. This is the *design discipline* of visual communication, not asset production.
This skill owns **visual communication at the design level**. Adjacent concerns live in siblings:
> **Readability is an engineerable requirement, not a taste call.** Every visual element should be able to name the gameplay question it answers; one that answers none is decoration competing with the ones that do. Order of priority: **readability first, personality second, fidelity never.**
⚠️ **Verification note:** This skill was built from a deep-research pass whose adversarial-verification phase was cut short by a session limit. The TF2-grounded core (GUIDE §1–6) is confirmed; the signal-color case studies (BotW, Mirror's Edge, Naughty Dog/yellow-paint) are **sourced but not verification-confirmed**. Treat the latter as strong defaults to re-verify, not settled fact.
Start with `GUIDE.md`, then apply `CHECKLIST.md`.
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves,…
The platform router for the gamestack framework. Use when a game's design is ready to implement, when the target engine is chosen…
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.