game-development-technical-artist

Builds shaders, VFX systems, LOD pipelines, and asset performance budgets for game engines.

2|Updated Apr 7, 2026
One-click install
npx skills add https://github.com/30eggis/walwal-harness --skill game-development-technical-artist-30eggis
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: game-development-technical-artist
Source: https://github.com/30eggis/walwal-harness/tree/main/HR-Resource/game-development-technical-artist
Command: npx skills add https://github.com/30eggis/walwal-harness --skill game-development-technical-artist-30eggis

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game art assets frequently break frame budgets, ship without LOD chains, or fail on mobile due to unprofiled shaders and uncontrolled overdraw. This Skill enforces technical art standards across Unity, Unreal, and Godot so visual quality survives runtime constraints. ## Core Features & Use Cases - Shader Development & Auditing: Writes custom shaders (e.g., HLSL dissolve effects) with mandatory mobile-safe variants, shader complexity profiling, and documented material parameters. - Asset Budget & LOD Enforcement: Publishes per-category budget spec sheets (poly counts, texture resolution, draw calls) and validates LOD chains with a Python script against defined budgets. - VFX Performance Review: Applies a structured audit checklist covering particle counts, overdraw layers, texture atlasing, and GPU frame-time cost per platform. - Use Case: Before art production begins on a mobile game, use this Skill to generate an asset budget spec sheet, set engine import presets, and review every hero mesh in-engine under production lighting before approval. ## Quick Start Act as the technical artist and create an asset budget spec sheet with LOD chains and texture compression settings for a mobile game project.

Frequently Asked Questions about game-development-technical-artist

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

FAQPage Schema
How do I set polygon and texture budgets for game assets?▼

Publish an asset budget spec sheet per category before production starts, defining max triangles, texture resolution, and draw calls per LOD level. For example, characters might allow 15,000 tris at LOD0 down to 800 at LOD3, enforced by automated import validation.

How to reduce VFX overdraw on mobile games?▼

Cap simultaneous particles at 500 on mobile, limit overdraw to 3 layers per effect, and prefer alpha clip over additive blending. Audit every effect with the engine's overdraw visualizer and profile GPU frame time at worst-case particle density.

What texture compression formats should I use for mobile vs PC?▼

Use BC7 for albedo and BC5 for normal maps on PC and console, and ASTC 6x6 on mobile with ASTC 4x4 for UI sprites. Always import textures at source resolution and let platform-specific overrides handle downscaling.

Does this workflow support Unity, Unreal, and Godot?▼

Yes, the pipeline standards apply across Unity, Unreal, and Godot, accounting for each engine's rendering pipeline quirks. Shader examples use HLSL/ShaderLab for Unity URP but are adaptable to other pipelines.

Why do custom shaders fail on mobile devices?▼

Shaders fail on mobile when they use per-pixel operations that belong in the vertex stage or lack a mobile-safe variant. Profile every shader with the engine's shader complexity visualizer and flag PC/console-only shaders explicitly before sign-off.

When should LOD validation happen in the asset pipeline?▼

Validate LOD chains at import time, not at ship time, using automated poly-count checks against project budgets. Every hero mesh needs LOD0 through LOD3 minimum, and broken UVs or non-manifold geometry are blocked at import.