game-art

Guides game art style selection, asset pipelines, and animation workflows.

Updated Jun 30, 2026
One-click install
npx skills add https://github.com/kaitoartz/dotfiles --skill game-art-kaitoartz
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: game-art
Source: https://github.com/kaitoartz/dotfiles/tree/main/dot_gemini/config/skills/game-development/game-art
Command: npx skills add https://github.com/kaitoartz/dotfiles --skill game-art-kaitoartz

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Choosing an art style, building an asset pipeline, and keeping visuals consistent are common blockers in game development, and this Skill provides structured decision frameworks for each. ## Core Features & Use Cases - Art Style Selection: Decision trees and comparison matrices covering pixel art, vector, hand-painted, PBR 3D, low-poly, and cel-shaded styles. - Asset Pipeline Planning: Phase-by-phase tool and output guidance for both 2D (Aseprite, Spine, TexturePacker) and 3D (Blender, Substance Painter, FBX/glTF) workflows. - Animation & Color Guidance: The 12 animation principles applied to games, frame count guidelines, palette strategies, and resolution rules per platform. - Use Case: An indie developer starting a mobile game can use the style matrix to pick flat vector art, follow the 2D pipeline to produce spritesheets, and apply the naming conventions to keep assets organized. ## Quick Start Ask the AI to recommend an art style and asset pipeline for a casual mobile puzzle game using the game-art skill.

Frequently Asked Questions about game-art

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

FAQPage Schema
How do I choose an art style for my indie game?▼

Start from the feeling the game should evoke, then match it to a style using production speed, skill floor, and scalability. Pixel art suits retro indie games, flat vector fits casual mobile titles, and low-poly works for indie 3D projects.

What tools should I use for a 2D game asset pipeline?▼

A typical 2D pipeline uses Procreate or Photoshop for concept, Aseprite or Krita for sprite creation, TexturePacker for atlases, and Spine or DragonBones for animation before engine import.

How many frames should a game walk cycle have?▼

A walk cycle typically uses 6-12 frames for a smooth feel, while run cycles use 4-8 frames and attacks use 3-6 frames for snappy feedback. Idle animations stay subtle at 4-8 frames.

What resolution should pixel art games use?▼

Pixel art games commonly target 320x180 to 640x360 base resolution with 16-32px characters. Work at 1x scale and scale up, never down, to preserve crisp pixels.

When should I avoid mixing art styles in a game?▼

Mixing styles randomly breaks visual consistency and readability. Define a style guide first, test silhouettes at gameplay distance, and keep the same object in the same color family throughout.