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game-art

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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

StyleProduction SpeedSkill FloorScalabilityBest For
Pixel ArtMediumMediumHard to hireIndie, retro
Vector/FlatFastLowEasyMobile, casual
Hand-paintedSlowHighMediumFantasy, stylized
PBR 3DSlowHighAAA pipelineRealistic games
Low-polyFastMediumEasyIndie 3D
Cel-shadedMediumMediumMediumAnime, cartoon

2. Asset Pipeline Decisions

2D Pipeline

PhaseTool OptionsOutput
ConceptPaper, Procreate, PhotoshopReference sheet
CreationAseprite, Photoshop, KritaIndividual sprites
AtlasTexturePacker, AsepriteSpritesheet
AnimationSpine, DragonBones, Frame-by-frameAnimation data
IntegrationEngine importGame-ready assets

3D Pipeline

PhaseTool OptionsOutput
Concept2D art, BlockoutReference
ModelingBlender, Maya, 3ds MaxHigh-poly mesh
RetopologyBlender, ZBrushGame-ready mesh
UV/TexturingSubstance Painter, BlenderTexture maps
RiggingBlender, MayaSkeletal rig
AnimationBlender, Maya, MixamoAnimation clips
ExportFBX, glTFEngine-ready

3. Color Theory Decisions

Palette Selection

GoalStrategyExample
HarmonyComplementary or analogousNature games
ContrastHigh saturation differencesAction games
MoodWarm/cool temperatureHorror, cozy
ReadabilityValue contrast over hueGameplay 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)

PrincipleGame Application
Squash & StretchJump arcs, impacts
AnticipationWind-up before attack
StagingClear silhouettes
Follow-throughHair, capes after movement
Slow in/outEasing on transitions
ArcsNatural movement paths
Secondary ActionBreathing, blinking
TimingFrame count = weight/speed
ExaggerationReadable from distance
AppealMemorable design

Frame Count Guidelines

Action TypeTypical FramesFeel
Idle breathing4-8Subtle
Walk cycle6-12Smooth
Run cycle4-8Energetic
Attack3-6Snappy
Death8-16Dramatic

5. Resolution & Scale Decisions

2D Resolution by Platform

PlatformBase ResolutionSprite Scale
Mobile1080p64-128px characters
Desktop1080p-4K128-256px characters
Pixel art320x180 to 640x36016-32px 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'tDo
Mix art styles randomlyDefine and follow style guide
Work at final resolution onlyCreate at source resolution
Ignore silhouette readabilityTest at gameplay distance
Over-detail backgroundFocus detail on player area
Skip color testingTest on target display

Remember: Art serves gameplay. If it doesn't help the player, it's decoration.

Source

git clone https://github.com/vudovn/antigravity-kit/blob/main/.agent/skills/game-development/game-art/SKILL.mdView on GitHub

Overview

Defines how to pick visual style, build asset pipelines, and apply animation workflows for games. It uses a decision-tree approach for art style, a split between 2D and 3D pipelines, and color and animation guidelines to keep projects cohesive and efficient.

How This Skill Works

Begin with an art style decision tree ( Nostalgic, Realistic, Approachable, or Unique ). Then select a 2D or 3D pipeline to produce reference sheets, assets, and animation data, guided by color theory and the 12 animation principles. Finally, apply resolution/scale decisions and consistency rules to ensure scalable, platform-friendly visuals.

When to Use It

  • Planning a new game's visual direction and mood
  • Deciding between pixel art, vector/flat, hand-painted, PBR 3D, low-poly, or cel-shaded styles
  • Setting up 2D or 3D asset pipelines and toolchains (concept through export)
  • Establishing color palettes for readability, contrast, and accessibility
  • Crafting animation workflows with frame-count guidelines and the 12 principles

Quick Start

  1. Step 1: Use the Art Style Decision Tree to determine mood (Nostalgic, Realistic, Approachable, or Unique).
  2. Step 2: Pick 2D or 3D Pipeline and list first-round tools (e.g., Aseprite/Photoshop vs Blender/ Substance Painter).
  3. Step 3: Set base resolution and scale, outline color principles, and map to animation workflow using the 12 principles.

Best Practices

  • Start with the Art Style Selection decision tree to align mood with assets
  • Define 2D vs 3D pipelines early and map the toolchain (concept, creation, export)
  • Set a base resolution and sprite scale and stay consistent with a base unit
  • Apply color principles: hierarchy, consistency, context, and accessibility
  • Apply the 12 animation principles and frame-count guidelines to assets

Example Use Cases

  • Indie pixel-art platformer with Nostalgic mood and pixel art style
  • Mobile casual game using Vector/Flat art for fast iteration
  • Fantasy stylized game with Hand-painted textures
  • AAA title using PBR 3D pipeline for realism
  • Anime/cartoony game using Cel-shaded visuals

Frequently Asked Questions

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