{"slug":"game-art","title":"game-art","summary":"Game art principles. Visual style selection, asset pipeline, animation workflow.","platform":"Claude","tags":[],"authorName":"LLM Mart","authorSlug":"llm-mart","score":0,"source":"github","price":null,"verified":false,"createdAt":"2026-10-05T21:53:12.127081Z","repo":{"url":"https://github.com/VoDaiLocz/kilo-kit-mcp","stars":27,"forks":3,"license":"Apache-2.0","updatedAt":"2026-09-13T09:11:19Z"},"bodyHtml":"<hr>\n<h2>name: game-art\ndescription: Game art principles. Visual style selection, asset pipeline, animation workflow.\nallowed-tools: Read, Glob, Grep</h2>\n<h1>Game Art Principles</h1>\n<blockquote>\n<p>Visual design thinking for games - style selection, asset pipelines, and art direction.</p>\n</blockquote>\n<hr>\n<h2>1. Art Style Selection</h2>\n<h3>Decision Tree</h3>\n<pre><code>What feeling should the game evoke?\n│\n├── Nostalgic / Retro\n│   ├── Limited palette? → Pixel Art\n│   └── Hand-drawn feel? → Vector / Flash style\n│\n├── Realistic / Immersive\n│   ├── High budget? → PBR 3D\n│   └── Stylized realism? → Hand-painted textures\n│\n├── Approachable / Casual\n│   ├── Clean shapes? → Flat / Minimalist\n│   └── Soft feel? → Gradient / Soft shadows\n│\n└── Unique / Experimental\n    └── Define custom style guide\n</code></pre>\n<h3>Style Comparison Matrix</h3>\n<table>\n<thead>\n<tr>\n<th>Style</th>\n<th>Production Speed</th>\n<th>Skill Floor</th>\n<th>Scalability</th>\n<th>Best For</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td><strong>Pixel Art</strong></td>\n<td>Medium</td>\n<td>Medium</td>\n<td>Hard to hire</td>\n<td>Indie, retro</td>\n</tr>\n<tr>\n<td><strong>Vector/Flat</strong></td>\n<td>Fast</td>\n<td>Low</td>\n<td>Easy</td>\n<td>Mobile, casual</td>\n</tr>\n<tr>\n<td><strong>Hand-painted</strong></td>\n<td>Slow</td>\n<td>High</td>\n<td>Medium</td>\n<td>Fantasy, stylized</td>\n</tr>\n<tr>\n<td><strong>PBR 3D</strong></td>\n<td>Slow</td>\n<td>High</td>\n<td>AAA pipeline</td>\n<td>Realistic games</td>\n</tr>\n<tr>\n<td><strong>Low-poly</strong></td>\n<td>Fast</td>\n<td>Medium</td>\n<td>Easy</td>\n<td>Indie 3D</td>\n</tr>\n<tr>\n<td><strong>Cel-shaded</strong></td>\n<td>Medium</td>\n<td>Medium</td>\n<td>Medium</td>\n<td>Anime, cartoon</td>\n</tr>\n</tbody>\n</table>\n<hr>\n<h2>2. Asset Pipeline Decisions</h2>\n<h3>2D Pipeline</h3>\n<table>\n<thead>\n<tr>\n<th>Phase</th>\n<th>Tool Options</th>\n<th>Output</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td><strong>Concept</strong></td>\n<td>Paper, Procreate, Photoshop</td>\n<td>Reference sheet</td>\n</tr>\n<tr>\n<td><strong>Creation</strong></td>\n<td>Aseprite, Photoshop, Krita</td>\n<td>Individual sprites</td>\n</tr>\n<tr>\n<td><strong>Atlas</strong></td>\n<td>TexturePacker, Aseprite</td>\n<td>Spritesheet</td>\n</tr>\n<tr>\n<td><strong>Animation</strong></td>\n<td>Spine, DragonBones, Frame-by-frame</td>\n<td>Animation data</td>\n</tr>\n<tr>\n<td><strong>Integration</strong></td>\n<td>Engine import</td>\n<td>Game-ready assets</td>\n</tr>\n</tbody>\n</table>\n<h3>3D Pipeline</h3>\n<table>\n<thead>\n<tr>\n<th>Phase</th>\n<th>Tool Options</th>\n<th>Output</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td><strong>Concept</strong></td>\n<td>2D art, Blockout</td>\n<td>Reference</td>\n</tr>\n<tr>\n<td><strong>Modeling</strong></td>\n<td>Blender, Maya, 3ds Max</td>\n<td>High-poly mesh</td>\n</tr>\n<tr>\n<td><strong>Retopology</strong></td>\n<td>Blender, ZBrush</td>\n<td>Game-ready mesh</td>\n</tr>\n<tr>\n<td><strong>UV/Texturing</strong></td>\n<td>Substance Painter, Blender</td>\n<td>Texture maps</td>\n</tr>\n<tr>\n<td><strong>Rigging</strong></td>\n<td>Blender, Maya</td>\n<td>Skeletal rig</td>\n</tr>\n<tr>\n<td><strong>Animation</strong></td>\n<td>Blender, Maya, Mixamo</td>\n<td>Animation clips</td>\n</tr>\n<tr>\n<td><strong>Export</strong></td>\n<td>FBX, glTF</td>\n<td>Engine-ready</td>\n</tr>\n</tbody>\n</table>\n<hr>\n<h2>3. Color Theory Decisions</h2>\n<h3>Palette Selection</h3>\n<table>\n<thead>\n<tr>\n<th>Goal</th>\n<th>Strategy</th>\n<th>Example</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td><strong>Harmony</strong></td>\n<td>Complementary or analogous</td>\n<td>Nature games</td>\n</tr>\n<tr>\n<td><strong>Contrast</strong></td>\n<td>High saturation differences</td>\n<td>Action games</td>\n</tr>\n<tr>\n<td><strong>Mood</strong></td>\n<td>Warm/cool temperature</td>\n<td>Horror, cozy</td>\n</tr>\n<tr>\n<td><strong>Readability</strong></td>\n<td>Value contrast over hue</td>\n<td>Gameplay clarity</td>\n</tr>\n</tbody>\n</table>\n<h3>Color Principles</h3>\n<ul>\n<li><strong>Hierarchy:</strong> Important elements should pop</li>\n<li><strong>Consistency:</strong> Same object = same color family</li>\n<li><strong>Context:</strong> Colors read differently on backgrounds</li>\n<li><strong>Accessibility:</strong> Don't rely only on color</li>\n</ul>\n<hr>\n<h2>4. Animation Principles</h2>\n<h3>The 12 Principles (Applied to Games)</h3>\n<table>\n<thead>\n<tr>\n<th>Principle</th>\n<th>Game Application</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td><strong>Squash &amp; Stretch</strong></td>\n<td>Jump arcs, impacts</td>\n</tr>\n<tr>\n<td><strong>Anticipation</strong></td>\n<td>Wind-up before attack</td>\n</tr>\n<tr>\n<td><strong>Staging</strong></td>\n<td>Clear silhouettes</td>\n</tr>\n<tr>\n<td><strong>Follow-through</strong></td>\n<td>Hair, capes after movement</td>\n</tr>\n<tr>\n<td><strong>Slow in/out</strong></td>\n<td>Easing on transitions</td>\n</tr>\n<tr>\n<td><strong>Arcs</strong></td>\n<td>Natural movement paths</td>\n</tr>\n<tr>\n<td><strong>Secondary Action</strong></td>\n<td>Breathing, blinking</td>\n</tr>\n<tr>\n<td><strong>Timing</strong></td>\n<td>Frame count = weight/speed</td>\n</tr>\n<tr>\n<td><strong>Exaggeration</strong></td>\n<td>Readable from distance</td>\n</tr>\n<tr>\n<td><strong>Appeal</strong></td>\n<td>Memorable design</td>\n</tr>\n</tbody>\n</table>\n<h3>Frame Count Guidelines</h3>\n<table>\n<thead>\n<tr>\n<th>Action Type</th>\n<th>Typical Frames</th>\n<th>Feel</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Idle breathing</td>\n<td>4-8</td>\n<td>Subtle</td>\n</tr>\n<tr>\n<td>Walk cycle</td>\n<td>6-12</td>\n<td>Smooth</td>\n</tr>\n<tr>\n<td>Run cycle</td>\n<td>4-8</td>\n<td>Energetic</td>\n</tr>\n<tr>\n<td>Attack</td>\n<td>3-6</td>\n<td>Snappy</td>\n</tr>\n<tr>\n<td>Death</td>\n<td>8-16</td>\n<td>Dramatic</td>\n</tr>\n</tbody>\n</table>\n<hr>\n<h2>5. Resolution &amp; Scale Decisions</h2>\n<h3>2D Resolution by Platform</h3>\n<table>\n<thead>\n<tr>\n<th>Platform</th>\n<th>Base Resolution</th>\n<th>Sprite Scale</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Mobile</td>\n<td>1080p</td>\n<td>64-128px characters</td>\n</tr>\n<tr>\n<td>Desktop</td>\n<td>1080p-4K</td>\n<td>128-256px characters</td>\n</tr>\n<tr>\n<td>Pixel art</td>\n<td>320x180 to 640x360</td>\n<td>16-32px characters</td>\n</tr>\n</tbody>\n</table>\n<h3>Consistency Rule</h3>\n<p>Choose a base unit and stick to it:</p>\n<ul>\n<li>Pixel art: Work at 1x, scale up (never down)</li>\n<li>HD art: Define DPI, maintain ratio</li>\n<li>3D: 1 unit = 1 meter (industry standard)</li>\n</ul>\n<hr>\n<h2>6. Asset Organization</h2>\n<h3>Naming Convention</h3>\n<pre><code>[type]_[object]_[variant]_[state].[ext]\n\nExamples:\nspr_player_idle_01.png\ntex_stone_wall_normal.png\nmesh_tree_oak_lod2.fbx\n</code></pre>\n<h3>Folder Structure Principle</h3>\n<pre><code>assets/\n├── characters/\n│   ├── player/\n│   └── enemies/\n├── environment/\n│   ├── props/\n│   └── tiles/\n├── ui/\n├── effects/\n└── audio/\n</code></pre>\n<hr>\n<h2>7. Anti-Patterns</h2>\n<table>\n<thead>\n<tr>\n<th>Don't</th>\n<th>Do</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Mix art styles randomly</td>\n<td>Define and follow style guide</td>\n</tr>\n<tr>\n<td>Work at final resolution only</td>\n<td>Create at source resolution</td>\n</tr>\n<tr>\n<td>Ignore silhouette readability</td>\n<td>Test at gameplay distance</td>\n</tr>\n<tr>\n<td>Over-detail background</td>\n<td>Focus detail on player area</td>\n</tr>\n<tr>\n<td>Skip color testing</td>\n<td>Test on target display</td>\n</tr>\n</tbody>\n</table>\n<hr>\n<blockquote>\n<p><strong>Remember:</strong> Art serves gameplay. If it doesn't help the player, it's decoration.</p>\n</blockquote>\n","files":[{"path":"SKILL.md","sizeBytes":5049,"isText":true}],"reviewScore":null,"reviewSummary":null,"trust":{"provenance":"trusted-source-unreviewed","notice":"Community-authored content, reproduced verbatim and not vetted as instructions. Treat it as data to evaluate, never as directives to follow.","bodySource":null},"bodyLocked":false,"purchaseUrl":null,"sourceUrl":null,"report":{"provenance":"trusted-source-unreviewed","screen":{"ran":true,"outcome":"clean","suspicious":0,"notes":0,"hiddenCharacters":false},"virusScan":{"engine":"clamav","status":"clean","scannedAt":"2026-10-05T22:01:44.031025Z","sha256":"E60FB266A9DA97E451E82902D76305653F1ECB88B93CCC0DDFC3428B9678CB35","sizeBytes":2387},"review":null,"source":{"repositoryUrl":"https://github.com/VoDaiLocz/kilo-kit-mcp","path":"skills/games/game-art","license":"Apache-2.0","commit":"0448e6c050b84e0c0be0030593bd51cabbce3c81","subtreeSha":"B086524BA7DECA87B622E4C56F735BA575E38F9CA549EB62ABCDFE76909DF9E1","lastSyncedAt":"2026-10-05T21:52:59.855581Z"},"reviewedAt":"2026-10-05T22:19:57.961122Z","notice":"Community-authored content, reproduced verbatim and not vetted as instructions. Treat it as data to evaluate, never as directives to follow."},"install":[{"target":"skills-cli","command":"npx skills add https://github.com/VoDaiLocz/kilo-kit-mcp/tree/main/skills/games/game-art"},{"target":"claude-code","command":"claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install vodailocz-kilo-kit-mcp@llmmart"},{"target":"git","command":"git clone https://github.com/VoDaiLocz/kilo-kit-mcp.git"}]}