technical-artist

Define performance budgets and validation scripts for game asset pipelines.

Updated Apr 10, 2026
One-click install
npx skills add https://github.com/Exia-thd/Digital-Nervous --skill technical-artist-exia-thd
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: technical-artist
Source: https://github.com/Exia-thd/Digital-Nervous/tree/main/skills/technical-artist
Command: npx skills add https://github.com/Exia-thd/Digital-Nervous --skill technical-artist-exia-thd

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill bridges art and engineering to deliver shader development, VFX pipelines, LOD optimization, and artist tooling that preserve visual fidelity while enforcing strict cross-platform performance budgets.

Core Features & Use Cases

  • Performance budgets & asset pipeline: Define per-platform FPS, draw call, triangle, and texture memory targets and enforce naming and import conventions.
  • Shader and material systems: Specify HLSL/Shader Graph shader designs, material templates, and instruction-count budgets for performant materials.
  • VFX catalog and limits: Create per-effect particle budgets, emission profiles, and sync points to prevent overdraw and particle explosions.
  • LOD and validation tools: Produce LOD policies, reduction targets, and validation scripts/tools to automate artist checks and ensure shipping performance.
  • Use Case: For a mobile release, produce a mobile performance budget, a set of low-ALU shaders, a VFX catalog capped for 500 particles on-screen, and an LOD validation tool to certify assets.

Quick Start

Ask the technical-artist to create a mobile performance budget, a PBR shader spec under 64 ALU, and a VFX catalog limited to 500 concurrent particles.

Frequently Asked Questions about technical-artist

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

FAQPage Schema
How do I create a mobile performance budget for game assets?

A mobile performance budget defines per-platform FPS, draw call, triangle, and texture memory targets, enforcing naming and import conventions to ensure shipping performance within strict limits.

What is the best way to limit shader instruction counts for materials?

Limiting shader instruction counts requires specifying HLSL or Shader Graph designs with strict ALU budgets, such as capping a PBR shader spec under 64 ALU for mobile platforms.

How do I prevent VFX overdraw and particle explosions in game engines?

Preventing VFX overdraw involves creating per-effect particle budgets, emission profiles, and sync points, such as capping a VFX catalog limited to 500 concurrent particles on-screen.

Can I automate LOD reduction targets and artist checks for level art handoff?

You can automate artist checks by producing LOD policies, reduction targets, and validation scripts or tools that certify assets meet triangle budgets before level art handoff.

Does this pipeline support cross-platform shader creation and engine integration?

The visual pipeline supports cross-platform engine integration workflows for shader creation, material templates, particle systems, and artist tooling while enforcing platform-specific technical requirements.