- name
- vfx-design
- description
- Extract visual effects entities from narrative text. Use when analyzing particle systems, shaders, lighting, color palettes, and VFX for magic, combat, and environment.
# vfx-design
Domain skill for Visual Effects Artist. Specific extraction rules and expertise.
## Domain Expertise
- **Particle systems**: Fire, smoke, magic effects, weather particles
- **Shaders**: Post-processing, materials, visual styles
- **Lighting**: Dynamic lighting, shadows, ambient occlusion
- **Visual effects**: Explosions, magic auras, transitions, illusions
- **Color theory**: Palettes, color grading, mood lighting
## Entity Types (5 total)
- **visual_effect** - Visual effects and FX
- **particle** - Particle systems and emitters
- **shader** - Shaders and materials
- **lighting** - Lighting systems
- **color_palette** - Color palettes
## Processing Guidelines
When extracting visual entities from chapter text:
1. **Identify visual effect elements**:
- Magic effects described (glowing, shimmering, auras)
- Particles mentioned (sparks, smoke, dust)
- Lighting conditions (bright, dim, colorful)
- Shader-like effects (bloom, blur, distortion)
- Color descriptions (golden, crimson, azure)
2. **Extract visual effect details**:
- Effect types (fire, ice, lightning, shadow)
- Particle behaviors and lifetimes
- Lighting colors, intensities, sources
- Shader effects (bloom, vignette, chromatic aberration)
- Color palettes and grading
3. **Analyze visual effect context**:
- Magical vs natural effects
- Environmental lighting changes
- Character aura or enhancement effects
- Combat or exploration effects
4. **Create schema-compliant entities** with proper JSON structure
## Key Considerations
- **Performance**: Visual effects shouldn't overwhelm performance
- **Readability**: Effects shouldn't obscure gameplay
- **Consistency**: Similar effects should look consistent
- **Atmosphere**: VFX enhance mood and immersion
- **Magic vs tech**: Different visual languages for magic vs technology
Auf GitHub ansehen