[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6CT81ZZ6NS78ACFPTP9R2XG":3,"skill-same:01M6CT81ZZ6NS78ACFPTP9R2XG":62},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":23,"publishedAt":33,"linkOnly":34,"markdownContent":35,"markdownBody":36,"frontMatter":37,"refName":40,"commitSha":41,"skillDirectory":42,"forksCount":43,"repositoryHtmlUrl":44,"repositoryHomepageUrl":44,"ownerHtmlUrl":45,"ownerBlogUrl":6,"ownerDescription":46,"updatedAt":47,"install":48,"resources":61},"01M6CT81ZZ6NS78ACFPTP9R2XG","game-art",null,"Game art principles. Visual style selection, asset pipeline, animation workflow.","Sam-06060\u002Fjarvis-assistant","Sam-06060","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F208600848?v=4","01M6CRKT7C7FXD21V6HXF293S0","Samson Frank Ganta","01M6CRKTBEKYFD8YX5Z1GT99EE",6,"Apache-2.0","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fgame-development\u002Fgame-art\u002FSKILL.md",[18],{"categoryNo":19,"categoryName":20,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000015","视觉设计","SCENARIO","使用场景",[24,25,26,27,28,29,30,31,32],"game art","game","Art","asset pipeline","workflow","pipeline","Animation","community","selection","2026-11-10 10:12:30",false,"---\nname: game-art\ndescription: \"Game art principles. Visual style selection, asset pipeline, animation workflow.\"\nrisk: unknown\nsource: community\ndate_added: \"2026-02-27\"\n---\n\n# Game Art Principles\n\n> Visual design thinking for games - style selection, asset pipelines, and art direction.\n\n---\n\n## 1. Art Style Selection\n\n### Decision Tree\n\n```\nWhat feeling should the game evoke?\n│\n├── Nostalgic \u002F Retro\n│   ├── Limited palette? → Pixel Art\n│   └── Hand-drawn feel? → Vector \u002F Flash style\n│\n├── Realistic \u002F Immersive\n│   ├── High budget? → PBR 3D\n│   └── Stylized realism? → Hand-painted textures\n│\n├── Approachable \u002F Casual\n│   ├── Clean shapes? → Flat \u002F Minimalist\n│   └── Soft feel? → Gradient \u002F Soft shadows\n│\n└── Unique \u002F Experimental\n    └── Define custom style guide\n```\n\n### Style Comparison Matrix\n\n| Style | Production Speed | Skill Floor | Scalability | Best For |\n|-------|------------------|-------------|-------------|----------|\n| **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |\n| **Vector\u002FFlat** | Fast | Low | Easy | Mobile, casual |\n| **Hand-painted** | Slow | High | Medium | Fantasy, stylized |\n| **PBR 3D** | Slow | High | AAA pipeline | Realistic games |\n| **Low-poly** | Fast | Medium | Easy | Indie 3D |\n| **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |\n\n---\n\n## 2. Asset Pipeline Decisions\n\n### 2D Pipeline\n\n| Phase | Tool Options | Output |\n|-------|--------------|--------|\n| **Concept** | Paper, Procreate, Photoshop | Reference sheet |\n| **Creation** | Aseprite, Photoshop, Krita | Individual sprites |\n| **Atlas** | TexturePacker, Aseprite | Spritesheet |\n| **Animation** | Spine, DragonBones, Frame-by-frame | Animation data |\n| **Integration** | Engine import | Game-ready assets |\n\n### 3D Pipeline\n\n| Phase | Tool Options | Output |\n|-------|--------------|--------|\n| **Concept** | 2D art, Blockout | Reference |\n| **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |\n| **Retopology** | Blender, ZBrush | Game-ready mesh |\n| **UV\u002FTexturing** | Substance Painter, Blender | Texture maps |\n| **Rigging** | Blender, Maya | Skeletal rig |\n| **Animation** | Blender, Maya, Mixamo | Animation clips |\n| **Export** | FBX, glTF | Engine-ready |\n\n---\n\n## 3. Color Theory Decisions\n\n### Palette Selection\n\n| Goal | Strategy | Example |\n|------|----------|---------|\n| **Harmony** | Complementary or analogous | Nature games |\n| **Contrast** | High saturation differences | Action games |\n| **Mood** | Warm\u002Fcool temperature | Horror, cozy |\n| **Readability** | Value contrast over hue | Gameplay clarity |\n\n### Color Principles\n\n- **Hierarchy:** Important elements should pop\n- **Consistency:** Same object = same color family\n- **Context:** Colors read differently on backgrounds\n- **Accessibility:** Don't rely only on color\n\n---\n\n## 4. Animation Principles\n\n### The 12 Principles (Applied to Games)\n\n| Principle | Game Application |\n|-----------|------------------|\n| **Squash & Stretch** | Jump arcs, impacts |\n| **Anticipation** | Wind-up before attack |\n| **Staging** | Clear silhouettes |\n| **Follow-through** | Hair, capes after movement |\n| **Slow in\u002Fout** | Easing on transitions |\n| **Arcs** | Natural movement paths |\n| **Secondary Action** | Breathing, blinking |\n| **Timing** | Frame count = weight\u002Fspeed |\n| **Exaggeration** | Readable from distance |\n| **Appeal** | Memorable design |\n\n### Frame Count Guidelines\n\n| Action Type | Typical Frames | Feel |\n|-------------|----------------|------|\n| Idle breathing | 4-8 | Subtle |\n| Walk cycle | 6-12 | Smooth |\n| Run cycle | 4-8 | Energetic |\n| Attack | 3-6 | Snappy |\n| Death | 8-16 | Dramatic |\n\n---\n\n## 5. Resolution & Scale Decisions\n\n### 2D Resolution by Platform\n\n| Platform | Base Resolution | Sprite Scale |\n|----------|-----------------|--------------|\n| Mobile | 1080p | 64-128px characters |\n| Desktop | 1080p-4K | 128-256px characters |\n| Pixel art | 320x180 to 640x360 | 16-32px characters |\n\n### Consistency Rule\n\nChoose a base unit and stick to it:\n- Pixel art: Work at 1x, scale up (never down)\n- HD art: Define DPI, maintain ratio\n- 3D: 1 unit = 1 meter (industry standard)\n\n---\n\n## 6. Asset Organization\n\n### Naming Convention\n\n```\n[type]_[object]_[variant]_[state].[ext]\n\nExamples:\nspr_player_idle_01.png\ntex_stone_wall_normal.png\nmesh_tree_oak_lod2.fbx\n```\n\n### Folder Structure Principle\n\n```\nassets\u002F\n├── characters\u002F\n│   ├── player\u002F\n│   └── enemies\u002F\n├── environment\u002F\n│   ├── props\u002F\n│   └── tiles\u002F\n├── ui\u002F\n├── effects\u002F\n└── audio\u002F\n```\n\n---\n\n## 7. Anti-Patterns\n\n| Don't | Do |\n|-------|-----|\n| Mix art styles randomly | Define and follow style guide |\n| Work at final resolution only | Create at source resolution |\n| Ignore silhouette readability | Test at gameplay distance |\n| Over-detail background | Focus detail on player area |\n| Skip color testing | Test on target display |\n\n---\n\n> **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration.\n\n## When to Use\nThis skill is applicable to execute the workflow or actions described in the overview.\n","# Game Art Principles\n\n> Visual design thinking for games - style selection, asset pipelines, and art direction.\n\n---\n\n## 1. Art Style Selection\n\n### Decision Tree\n\n```\nWhat feeling should the game evoke?\n│\n├── Nostalgic \u002F Retro\n│   ├── Limited palette? → Pixel Art\n│   └── Hand-drawn feel? → Vector \u002F Flash style\n│\n├── Realistic \u002F Immersive\n│   ├── High budget? → PBR 3D\n│   └── Stylized realism? → Hand-painted textures\n│\n├── Approachable \u002F Casual\n│   ├── Clean shapes? → Flat \u002F Minimalist\n│   └── Soft feel? → Gradient \u002F Soft shadows\n│\n└── Unique \u002F Experimental\n    └── Define custom style guide\n```\n\n### Style Comparison Matrix\n\n| Style | Production Speed | Skill Floor | Scalability | Best For |\n|-------|------------------|-------------|-------------|----------|\n| **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |\n| **Vector\u002FFlat** | Fast | Low | Easy | Mobile, casual |\n| **Hand-painted** | Slow | High | Medium | Fantasy, stylized |\n| **PBR 3D** | Slow | High | AAA pipeline | Realistic games |\n| **Low-poly** | Fast | Medium | Easy | Indie 3D |\n| **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |\n\n---\n\n## 2. Asset Pipeline Decisions\n\n### 2D Pipeline\n\n| Phase | Tool Options | Output |\n|-------|--------------|--------|\n| **Concept** | Paper, Procreate, Photoshop | Reference sheet |\n| **Creation** | Aseprite, Photoshop, Krita | Individual sprites |\n| **Atlas** | TexturePacker, Aseprite | Spritesheet |\n| **Animation** | Spine, DragonBones, Frame-by-frame | Animation data |\n| **Integration** | Engine import | Game-ready assets |\n\n### 3D Pipeline\n\n| Phase | Tool Options | Output |\n|-------|--------------|--------|\n| **Concept** | 2D art, Blockout | Reference |\n| **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |\n| **Retopology** | Blender, ZBrush | Game-ready mesh |\n| **UV\u002FTexturing** | Substance Painter, Blender | Texture maps |\n| **Rigging** | Blender, Maya | Skeletal rig |\n| **Animation** | Blender, Maya, Mixamo | Animation clips |\n| **Export** | FBX, glTF | Engine-ready |\n\n---\n\n## 3. Color Theory Decisions\n\n### Palette Selection\n\n| Goal | Strategy | Example |\n|------|----------|---------|\n| **Harmony** | Complementary or analogous | Nature games |\n| **Contrast** | High saturation differences | Action games |\n| **Mood** | Warm\u002Fcool temperature | Horror, cozy |\n| **Readability** | Value contrast over hue | Gameplay clarity |\n\n### Color Principles\n\n- **Hierarchy:** Important elements should pop\n- **Consistency:** Same object = same color family\n- **Context:** Colors read differently on backgrounds\n- **Accessibility:** Don't rely only on color\n\n---\n\n## 4. Animation Principles\n\n### The 12 Principles (Applied to Games)\n\n| Principle | Game Application |\n|-----------|------------------|\n| **Squash & Stretch** | Jump arcs, impacts |\n| **Anticipation** | Wind-up before attack |\n| **Staging** | Clear silhouettes |\n| **Follow-through** | Hair, capes after movement |\n| **Slow in\u002Fout** | Easing on transitions |\n| **Arcs** | Natural movement paths |\n| **Secondary Action** | Breathing, blinking |\n| **Timing** | Frame count = weight\u002Fspeed |\n| **Exaggeration** | Readable from distance |\n| **Appeal** | Memorable design |\n\n### Frame Count Guidelines\n\n| Action Type | Typical Frames | Feel |\n|-------------|----------------|------|\n| Idle breathing | 4-8 | Subtle |\n| Walk cycle | 6-12 | Smooth |\n| Run cycle | 4-8 | Energetic |\n| Attack | 3-6 | Snappy |\n| Death | 8-16 | Dramatic |\n\n---\n\n## 5. Resolution & Scale Decisions\n\n### 2D Resolution by Platform\n\n| Platform | Base Resolution | Sprite Scale |\n|----------|-----------------|--------------|\n| Mobile | 1080p | 64-128px characters |\n| Desktop | 1080p-4K | 128-256px characters |\n| Pixel art | 320x180 to 640x360 | 16-32px characters |\n\n### Consistency Rule\n\nChoose a base unit and stick to it:\n- Pixel art: Work at 1x, scale up (never down)\n- HD art: Define DPI, maintain ratio\n- 3D: 1 unit = 1 meter (industry standard)\n\n---\n\n## 6. Asset Organization\n\n### Naming Convention\n\n```\n[type]_[object]_[variant]_[state].[ext]\n\nExamples:\nspr_player_idle_01.png\ntex_stone_wall_normal.png\nmesh_tree_oak_lod2.fbx\n```\n\n### Folder Structure Principle\n\n```\nassets\u002F\n├── characters\u002F\n│   ├── player\u002F\n│   └── enemies\u002F\n├── environment\u002F\n│   ├── props\u002F\n│   └── tiles\u002F\n├── ui\u002F\n├── effects\u002F\n└── audio\u002F\n```\n\n---\n\n## 7. Anti-Patterns\n\n| Don't | Do |\n|-------|-----|\n| Mix art styles randomly | Define and follow style guide |\n| Work at final resolution only | Create at source resolution |\n| Ignore silhouette readability | Test at gameplay distance |\n| Over-detail background | Focus detail on player area |\n| Skip color testing | Test on target display |\n\n---\n\n> **Remember:** Art serves gameplay. 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Covers parsing, custom errors, refinements, type inference, and integration with React Hook Form, Next.js, and tRPC.","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fzod-validation-expert\u002FSKILL.md",[142],{"categoryNo":143,"categoryName":144,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000009","前端开发",[146,147,148,149,150,89,151,152,153,154,155,156,84,157,158,159,160,31,161,162],"expert","zod","zod validation expert","validation","react","safe","parsing","errors","schema validation","react hook form","hook","trpc","form","type","next","schema","Next.js",{"skillNo":164,"name":165,"nameZh":6,"description":166,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":167,"categories":168,"keywords":170,"publishedAt":33},"01M6GDR658B08K4MY0RWD4A6EH","zeroize-audit","Detects missing zeroization of sensitive data in source code and identifies zeroization removed by compiler optimizations, with assembly-level analysis, and control-flow verification. Use for auditing C\u002FC++\u002FRust code handling secrets, keys, passwords, or other sensitive data.","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fzeroize-audit\u002FSKILL.md",[169],{"categoryNo":97,"categoryName":98,"taxonomyType":21,"taxonomyTypeDesc":22},[171,172,173,174,175,176,177,178,31,179,180,181,182,183,184,185,186,187,188,106],"zeroize audit","audit","write","passwords","get","project","c++","activate","assembly","read","Bash","secrets","analysis","data","flow","verification","code","rust"]