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game-art

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

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Download vodailocz-kilo-kit-mcp-skills_games_game-art-0448e6c.zip · 2 KB
Part of vodailocz/kilo-kit-mcp — 142 skills

Install

skills CLI npx skills add https://github.com/VoDaiLocz/kilo-kit-mcp/tree/main/skills/games/game-art
Claude Code claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install vodailocz-kilo-kit-mcp@llmmart
Git git clone https://github.com/VoDaiLocz/kilo-kit-mcp.git

The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole vodailocz/kilo-kit-mcp collection as a plugin from our marketplace. Git is the plain clone.

Skill manifest

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.

Files (kilo-kit-mcp)
  • SKILL.md 4.9 KB
    ---
    name: game-art
    description: Game art principles. Visual style selection, asset pipeline, animation workflow.
    allowed-tools: Read, Glob, Grep
    ---
    
    # 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.
    

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