بنقرة واحدة
game-art
Game art principles. Visual style selection, asset pipeline, animation workflow.
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Game art principles. Visual style selection, asset pipeline, animation workflow.
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
استنادا إلى تصنيف SOC المهني
Multi-perspective academic paper review with dynamic reviewer personas. Simulates 5 independent reviewers (EIC + 3 peer reviewers + Devil's Advocate) with field-specific expertise. Supports full review, re-review (verification), quick assessment, methodology focus, Socratic guided, and calibration modes. Triggers on: review paper, peer review, manuscript review, referee report, review my paper, critique paper, simulate review, editorial review, calibrate reviewer, reviewer calibration, measure reviewer accuracy.
12-agent academic paper writing pipeline. 10 modes (full/plan/outline/revision/revision-coach/abstract/lit-review/format-convert/citation-check/disclosure). 6 paper types, 5 citation formats, bilingual abstracts, LaTeX/DOCX-via-Pandoc/PDF output. Style Calibration + Writing Quality Check + Anti-Patterns with IRON RULE markers. Triggers: write paper, academic paper, guide my paper, parse reviews, AI disclosure, 寫論文, 學術論文, 引導我寫論文, 審查意見.
Orchestrator for the full academic research pipeline: research -> write -> integrity check -> review -> revise -> re-review -> re-revise -> final integrity check -> finalize. Coordinates deep-research, academic-paper, and academic-paper-reviewer into a seamless 10-stage workflow with mandatory integrity verification, two-stage peer review, and reproducible quality gates. Triggers on: academic pipeline, research to paper, full paper workflow, paper pipeline, end-to-end paper, research-to-publication, complete paper workflow.
Universal deep research agent team. 13-agent pipeline for rigorous academic research on any topic. 7 modes: full research, quick brief, paper review, lit-review, fact-check, Socratic guided research dialogue, and systematic review with optional meta-analysis. Covers research question formulation, Socratic mentoring, methodology design, systematic literature search, source verification, cross-source synthesis, risk of bias assessment, meta-analysis, APA 7.0 report compilation, editorial review, devil's advocate challenges, ethics review, and post-research literature monitoring. Triggers on: research, deep research, literature review, systematic review, meta-analysis, PRISMA, evidence synthesis, fact-check, guide my research, help me think through, 研究, 深度研究, 文獻回顧, 文獻探討, 系統性回顧, 後設分析, 事實查核, 引導我的研究, 幫我釐清, 幫我想想, 我不確定要研究什麼, 研究方向, 研究主題.
Helps an AI assistant work with the Miraheze wiki farm — writing wiki requests that get approved, navigating ManageWiki, doing common how-to tasks (templates, skins, permissions, custom domains, backups), writing regex for MediaWiki search-and-replace, AND writing actual article and page content for Miraheze-hosted wikis. Miraheze does NOT ban generative AI; AI-written content is permitted (subject to per-wiki rules). MADE BY SQERSTERS
Helps an AI assistant write, structure, and edit articles in the encyclopedic style of Wikipedia — neutral tone, lead section, summary style, inline citations, no peacock/weasel/persuasive language, and the stub→FA quality ladder. Also covers Simple English Wikipedia rules. MADE BY SQERSTERS
| name | game-art |
| description | Game art principles. Visual style selection, asset pipeline, animation workflow. |
| risk | unknown |
| source | community |
| date_added | 2026-02-27 |
Visual design thinking for games - style selection, asset pipelines, and art direction.
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 | 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| Platform | Base Resolution | Sprite Scale |
|---|---|---|
| Mobile | 1080p | 64-128px characters |
| Desktop | 1080p-4K | 128-256px characters |
| Pixel art | 320x180 to 640x360 | 16-32px characters |
Choose a base unit and stick to it:
[type]_[object]_[variant]_[state].[ext]
Examples:
spr_player_idle_01.png
tex_stone_wall_normal.png
mesh_tree_oak_lod2.fbx
assets/
├── characters/
│ ├── player/
│ └── enemies/
├── environment/
│ ├── props/
│ └── tiles/
├── ui/
├── effects/
└── audio/
| 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.
This skill is applicable to execute the workflow or actions described in the overview.