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DevOps & CI/CDintermediate

game-art

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Game art principles. Visual style selection, asset pipeline, animation workflow.

Works with OpenClaude

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.

When to Use

This skill is applicable to execute the workflow or actions described in the overview.

Quick Info

Difficultyintermediate
Version1.0.0
Authorantigravity
communityantigravity

Install command:

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