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Visual style selection, asset pipeline, animation workflow.","Aceryoung\u002Ffamilyproject","Aceryoung","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F75876477?v=4","01M6DY8Q14MHFC0JX3G14KK9CW","kkong","01M6DY8Q58SY27PE2AH6GFZP9Y",0,"MIT","https:\u002F\u002Fgithub.com\u002FAceryoung\u002Ffamilyproject\u002Fblob\u002Fmain\u002Fantigravity-awesome-skills-main\u002Fskills\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",[24,25,26,27,28,29,30,31,32,33,34,35,36],"game art","game","Art","asset pipeline","workflow","pipeline","Animation","grep","read","selection","visual","style","visual style","2026-11-10 10:12:30",false,"---\nname: game-art\ndescription: Game art principles. Visual style selection, asset pipeline, animation workflow.\nallowed-tools: Read, Glob, Grep\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","# 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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Key insight: Zapier optimizes for simplicity and integrations (7000+ apps), Make optimizes for power","https:\u002F\u002Fgithub.com\u002FAceryoung\u002Ffamilyproject\u002Fblob\u002Fmain\u002Fantigravity-awesome-skills-main\u002Fskills\u002Fzapier-make-patterns\u002FSKILL.md",[77],{"categoryNo":78,"categoryName":79,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000023","Skill与智能体开发",[81,82,28,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99],"zapier make patterns","patterns","integrations","how to","apps","platform","but","build","complexity","power","simplicity","use","business","automate","how","apache","code","automation","writing",{"skillNo":101,"name":102,"nameZh":6,"description":103,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":104,"categories":105,"keywords":112,"publishedAt":37},"01M6DZ9K3385QP8QC2F3ZHZH1W","Cross-Site Scripting and HTML Injection Testing","This skill should be used when the user asks to \"test for XSS vulnerabilities\", \"perform cross-site scripting attacks\", \"identify HTML injection flaws\", \"exploit client-side injection vulnerabilities\", \"steal cookies via XSS\", or \"bypass content security policies\". It provides comprehensive techniques for detecting, exploiting, and understanding XSS and HTML injection attack vectors in web applications.","https:\u002F\u002Fgithub.com\u002FAceryoung\u002Ffamilyproject\u002Fblob\u002Fmain\u002Fantigravity-awesome-skills-main\u002Fskills\u002Fxss-html-injection\u002FSKILL.md",[106,109],{"categoryNo":107,"categoryName":108,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000008","测试与质量",{"categoryNo":110,"categoryName":111,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000009","前端开发",[113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132],"html injection testing","Cross Site Scripting and HTML Injection Testing","injection","scripting","site","html","testing","vectors","exploit","applications","xss","cookies","content","web","test","steal","client","via","security","vulnerabilities",{"skillNo":134,"name":135,"nameZh":6,"description":136,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":137,"categories":138,"keywords":148,"publishedAt":37},"01M6DZ9B72D51Q21DTFD63TVEN","writing-skills","Use when creating new skills, editing existing skills, or verifying skills work before deployment","https:\u002F\u002Fgithub.com\u002FAceryoung\u002Ffamilyproject\u002Fblob\u002Fmain\u002Fantigravity-awesome-skills-main\u002Fskills\u002Fwriting-skills\u002FSKILL.md",[139,140,143],{"categoryNo":107,"categoryName":108,"taxonomyType":21,"taxonomyTypeDesc":22},{"categoryNo":141,"categoryName":142,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000018","写作与文案",{"categoryNo":144,"categoryName":145,"taxonomyType":146,"taxonomyTypeDesc":147},"01JBSEEDCAT000000000000036","内容创作者","PROFESSION","适用职业",[99,149,150,92,151,152],"writing skills","deployment","editing","work",{"skillNo":154,"name":155,"nameZh":6,"description":156,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":157,"categories":158,"keywords":161,"publishedAt":37},"01M6DZ98HBB74FXZS78BATF6P5","writing-plans","Use when you have a spec or requirements for a multi-step task, before touching code","https:\u002F\u002Fgithub.com\u002FAceryoung\u002Ffamilyproject\u002Fblob\u002Fmain\u002Fantigravity-awesome-skills-main\u002Fskills\u002Fwriting-plans\u002FSKILL.md",[159,160],{"categoryNo":141,"categoryName":142,"taxonomyType":21,"taxonomyTypeDesc":22},{"categoryNo":144,"categoryName":145,"taxonomyType":146,"taxonomyTypeDesc":147},[162,99,163,164,165,92,97,166],"writing plans","plans","requirements","task","spec",{"skillNo":168,"name":169,"nameZh":6,"description":170,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":171,"categories":172,"keywords":174,"publishedAt":37},"01M6DZ94C3FCDXCTV795CTRP1V","workflow-automation","Workflow automation is the infrastructure that makes AI agents reliable. 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Key insight: The platforms make different tradeoffs. n8n optimizes for accessibility","https:\u002F\u002Fgithub.com\u002FAceryoung\u002Ffamilyproject\u002Fblob\u002Fmain\u002Fantigravity-awesome-skills-main\u002Fskills\u002Fworkflow-automation\u002FSKILL.md",[173],{"categoryNo":78,"categoryName":79,"taxonomyType":21,"taxonomyTypeDesc":22},[175,98,28,176,177,178,96,179,180,181,182,183,184,185,186,187,188,189,190,191],"Workflow Automation","Production","flow","network","workflows","accessibility","ai agents","execution","scripts","worker","payment","n8n","money","resume","orchestrator","parallel","inngest",{"skillNo":193,"name":194,"nameZh":6,"description":195,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":196,"categories":197,"keywords":199,"publishedAt":37},"01M6DZ90RQ8GCWE9CGPCMHMNDD","WordPress Penetration Testing","This skill should be used when the user asks to \"pentest WordPress sites\", \"scan WordPress for vulnerabilities\", \"enumerate WordPress users, themes, or plugins\", \"exploit WordPress vulnerabilities\", or \"use WPScan\". It provides comprehensive WordPress security assessment methodologies.","https:\u002F\u002Fgithub.com\u002FAceryoung\u002Ffamilyproject\u002Fblob\u002Fmain\u002Fantigravity-awesome-skills-main\u002Fskills\u002Fwordpress-penetration-testing\u002FSKILL.md",[198],{"categoryNo":107,"categoryName":108,"taxonomyType":21,"taxonomyTypeDesc":22},[119,194,200,201,202,203,204,205,121,92,206,207,208,132,131],"penetration testing","wordpress","security assessment","sites","scan","pentest","user","plugins","assessment"]