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game-art
Game art principles. Visual style selection, asset pipeline, animation workflow.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Game art principles. Visual style selection, asset pipeline, animation workflow.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Condenses harness .md prompts (.claude/agents, commands, rules, skills) using caveman full + Opus, without losing information. Compresses verbose prose and tables, preserves code blocks/URLs/inline-code/headings via a deterministic gate. Overwrites in place (git is the review safety net). Use when asked to "condense/compress/shorten the agents/commands/rules/skills in .claude".
Audit .claude/agents/*.md frontmatter descriptions against the routing-description standard (condition-shaped, "Use proactively", 40-600 chars) and sync them with the project's CLAUDE.md `## Workflow & Agents` table or free-text mentions. Fixes descriptions in place, fixes stale/missing table rows, flags orphaned agents. Works on any existing project — not just one scaffolded by aia-harness. Use standalone, or after adding/editing agents by hand.
Generate or refresh rich intermediate CLAUDE.md files for strategic subdirectories of the target project. Reads .claude/rules/ (recursive), analyzes actual source files, maps rules to domains, and generates domain-specific CLAUDE.md with Key patterns, Applied rules, and Local conventions sections. Two-phase: map → approve → generate with diffs. Use after /aia-harness:init (step 5.6), or standalone to refresh existing files.
Seeds unit tests in a project that has none — installs the recommended framework for the stack, writes a real test in an existing module, wires the `test` script, and runs until green. Use when the project has no tests, when asked to "configure tests", "setup tests", "add tests", or "create test suite".
Use when setting up, scaffolding, bootstrapping, or improving a Claude Code "harness" for a project — hooks, skills, agents, rules, settings.json, .mcp.json, settings.local.json, worktree config, or per-domain CLAUDE.md. Triggers on "set up Claude Code", "harness engineering", "scaffold hooks/rules", "configure this project for Claude", "bootstrap .claude".
Review and upgrade the routing descriptions of candidate agents under templates/ (ECC, ag-kit, first-party) so each follows the best-practice standard — condition-shaped, with "Use proactively" and explicit trigger conditions. Writes the canonical description into the matching *_AGENT_WHEN_TO_USE map, propagates it into every agent file, and verifies the integrity gate. Use after editing any candidate agent, or standalone to sweep all of them.
| name | game-art |
| description | Game art principles. Visual style selection, asset pipeline, animation workflow. |
| allowed-tools | Read, Glob, Grep |
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.