| name | game-art |
| description | Game art principles — art style, color theory, animation principles, asset pipeline |
Game Art Principles
Tham khảo từ agent-skills-hub/game-development/game-art.
1. Art Style Selection
| Style | Production Speed | Skill Floor | Best For |
|---|
| Pixel Art | Medium | Medium | Indie, retro |
| Vector/Flat | Fast | Low | Mobile, casual |
| Hand-painted | Slow | High | Fantasy, stylized |
| Low-poly | Fast | Medium | Indie 3D |
| Cel-shaded | Medium | Medium | Anime, cartoon |
2. Color Theory
| Goal | Strategy |
|---|
| Harmony | Complementary or analogous |
| Contrast | High saturation differences |
| Mood | Warm/cool temperature |
| Readability | Value contrast over hue |
3. Animation Principles (12 cho Game)
- Squash & stretch → jump arcs, impacts
- Anticipation → wind-up before attack
- Follow-through → hair, capes
- Slow in/out → easing
- Arcs → natural movement paths
- Exaggeration → readable from distance
| Action | Frames | Feel |
|---|
| Idle | 4-8 | Subtle |
| Walk | 6-12 | Smooth |
| Run | 4-8 | Energetic |
| Attack | 3-6 | Snappy |
| Death | 8-16 | Dramatic |
4. Asset Pipeline
2D Pipeline
Concept → Creation (Aseprite/Krita) → Atlas (TexturePacker) → Animation (Spine) → Integration
3D Pipeline
Concept → Modeling (Blender) → Retopology → UV/Texturing (Substance) → Rigging → Animation → Export (glTF)
Naming Convention
[type]_[object]_[variant]_[state].[ext]
spr_player_idle_01.png
mesh_tree_oak_lod2.fbx
Anti-Rationalization
| Excuse | Reality |
|---|
| "Mix art styles cho độc đáo" | Người chơi thấy lộn xộn, thiếu chuyên nghiệp |
| "Animation 3 state là đủ" | Thiếu anticipation/hurt → game cảm giác rẻ |
| "Color sau, code trước" | Không palette → UI conflicts, khó đọc |
Red Flags
- Sprite không atlas → draw calls cao
- Animation thiếu hurt/die state
- Color palette không định nghĩa trước
Verification