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.