agency-technical-artist

Optimize shader performance and validate asset budgets for Unity, Unreal, and Godot.

Updated Feb 11, 2026
One-click install
npx skills add https://github.com/augustoheiss/LogicDefense --skill agency-technical-artist-augustoheiss
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: agency-technical-artist
Source: https://github.com/augustoheiss/LogicDefense/tree/main/.gemini/skills/agency-technical-artist
Command: npx skills add https://github.com/augustoheiss/LogicDefense --skill agency-technical-artist-augustoheiss

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill bridges artistic intent and engine constraints to prevent late-stage performance regressions by enforcing shader standards, asset budgets, and pipeline validation so visuals ship on target hardware without surprise frame-costs.

Core Features & Use Cases

  • Asset Budgeting & Validation: Produces and enforces poly, texture, draw call, and particle budgets for characters, props, and VFX.
  • Shader & VFX Optimization: Guides shader development with mobile-safe variants, complexity profiling, and VFX overdraw audits.
  • LOD & Import Tooling: Validates LOD chains and import presets with automation scripts and import-time checks to block out-of-budget assets.
  • Compression & Platform Profiles: Recommends platform-specific texture compression and post-process profiles for PC, console, and mobile.
  • Use Case: Validate a hero character's LOD chain, shader variants, and particle budgets before approving the asset into the engine to avoid a costly performance rollback.

Quick Start

Ask the TechnicalArtist to generate an asset technical budget for a hero character, then validate LOD poly counts and shader variants for a Unity mobile target.

Frequently Asked Questions about agency-technical-artist

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I enforce asset and poly budgets for characters and VFX in Unity or Unreal?

To enforce asset budgets, you can generate and validate poly, texture, draw call, and particle limits for characters and VFX. This prevents out-of-budget assets from entering the engine by applying automated import checks and validation scripts.

What is the best way to profile shader complexity and overdraw for mobile targets?

Profiling shader complexity and overdraw involves auditing VFX and guiding shader development with mobile-safe variants. This process identifies expensive rendering operations early, ensuring visuals ship on mobile target hardware without surprise frame-costs.

Can I validate LOD chains and import presets for real-time engines automatically?

Yes, you can validate LOD chains and import presets automatically. The process uses automation scripts and import-time checks to block out-of-budget assets, ensuring LOD poly counts meet performance standards before engine approval.

How do I set platform-specific texture compression standards for PC, console, and mobile?

Setting platform-specific texture compression involves recommending distinct compression and post-process profiles for PC, console, and mobile. This ensures assets meet memory and bandwidth constraints while maintaining visual fidelity across target hardware.

Why does late-stage performance regression happen and how do I prevent it?

Late-stage performance regression happens when artistic intent exceeds engine constraints. Prevent it by enforcing shader standards, asset budgets, and pipeline validation early, bridging the gap between visuals and target hardware performance.

Does this technical art optimization workflow support Godot projects?

Yes, this optimization workflow supports Godot projects. It handles shader development, VFX profiling, LOD validation, and texture optimization workflows across Unity, Unreal, and Godot engines to enforce asset budget policies.