Skip to content
Development
Skill

/game-art

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

From plugin
master-skills
12200 skills
Install
$ npx -y skills add sinhoneyy/master-skills --skill game-art --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/game-art

Context preview

The summary Claude sees to decide when to auto-load this skill.

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

SKILL.md

game-art.SKILL.md
name: game-art
description: "Game art principles. Visual style selection, asset pipeline, animation workflow."
risk: unknown
source: community
date_added: "2026-02-27"

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.

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.
Read more
Ships withmaster-skills

Unified skill library for Claude, Codex, Cursor, Antigravity & AI agents — 2,658 skills across 15 domains

Get the whole plugin

Other skills on master-skills.