What problem does it solve? Game art frequently breaks frame budgets because artists lack clear technical constraints, causing late-stage performance crises, shader rework, and asset rejections. This Skill bridges art and engineering by defining budgets, pipelines, and validation standards before production begins. ## Core Features & Use Cases - Asset Budget Enforcement: Publishes per-category spec sheets covering poly counts, texture resolution, LOD chains, and draw calls, with a Python validation script to check LOD budgets at import. - Shader & VFX Development: Writes and profiles custom shaders (e.g., a dissolve effect in HLSL/ShaderLab) with mobile-safe variants, and audits VFX for particle count, overdraw, and GPU cost. - Texture Pipeline Standards: Defines compression defaults (BC7/ASTC/BC5), mipmap rules, and atlasing strategy per platform. - Use Case: A mobile game team is over its GPU frame budget. Use this Skill to profile the top rendering costs, audit particle overdraw against the 3-layer mobile cap, and produce corrected texture import settings with before/after metrics. ## Quick Start Act as a Technical Artist and create an asset budget spec sheet with LOD chains and texture compression settings for a mobile game targeting 60fps.