acceptance-orchestrato…
Use when a coding task should be driven end-to-end from issue intake through implementation, review, deployment, and acceptance…
Game art principles. Visual style selection, asset pipeline, animation workflow.
Claude Code
$ npx -y skills add sinhoneyy/master-skills --skill game-art --agent claude-code
Codex
$ npx skills add sinhoneyy/master-skills --skill game-art -a codex -y
Cursor
$ npx skills add sinhoneyy/master-skills --skill game-art -a cursor -y
Gemini CLI
$ npx skills add sinhoneyy/master-skills --skill game-art -a gemini-cli -y
GitHub Copilot
$ npx skills add sinhoneyy/master-skills --skill game-art -a github-copilot -y
OpenCode
$ npx skills add sinhoneyy/master-skills --skill game-art -a opencode -y
Windsurf
$ npx skills add sinhoneyy/master-skills --skill game-art -a windsurf -y
name: game-art description: "Game art principles. Visual style selection, asset pipeline, animation workflow." risk: unknown source: community date_added: "2026-02-27"
> Visual design thinking for games - style selection, asset pipelines, and art direction.
---
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 | 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 |
---
| 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 |
| 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 |
---
| 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 |
---
| 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 |
| 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 |
---
| Platform | Base Resolution | Sprite Scale | |----------|-----------------|--------------| | Mobile | 1080p | 64-128px characters | | Desktop | 1080p-4K | 128-256px characters | | Pixel art | 320x180 to 640x360 | 16-32px characters |
Choose a base unit and stick to it:
---
[type]_[object]_[variant]_[state].[ext] Examples: spr_player_idle_01.png tex_stone_wall_normal.png mesh_tree_oak_lod2.fbx
assets/ ├── characters/ │ ├── player/ │ └── enemies/ ├── environment/ │ ├── props/ │ └── tiles/ ├── ui/ ├── effects/ └── audio/
---
| 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.
This skill is applicable to execute the workflow or actions described in the overview.
Unified skill library for Claude, Codex, Cursor, Antigravity & AI agents — 2,660 skills across 15 domains
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