game-art

Visual design thinking for games - style selection, asset pipelines, and art direction.

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Install skill "game-art" with this command: npx skills add vudovn/antigravity-kit/vudovn-antigravity-kit-game-art

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

  1. 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

  1. 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

  1. 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

  1. 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)

  1. 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/

  1. 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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