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@3727d02

Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.

Use this Skill: https://skilld.dev/gh/gamedev-skills/awesome-gamedev-agent-skills/create-game-assets

This session only. Nothing lands on disk.

referencesart-direction.md

≈969 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Art direction and consistency

Use this reference when a game needs a new visual direction, a style refresh, or a way to keep many assets coherent across generation sessions and contributors.

Describe a system, not a mood word

Define each axis explicitly:

Axis Questions to settle
Shape Rounded, angular, chunky, slender, geometric, organic? Which shapes signal friendly, dangerous, rare, or interactive?
Silhouette What must read at game scale? Which parts may never merge into the body mass?
Value How many value bands? Is the subject readable in grayscale against common backgrounds?
Color What roles do accent, danger, reward, neutral, environment, and UI colors play?
Edge Hard pixel clusters, clean vector edges, ink line, painterly lost edges, soft 3D bevels?
Material How do metal, cloth, skin, stone, foliage, glass, and magic differ?
Light Direction, softness, contrast, ambient color, rim light, baked shading policy?
Detail Where is detail concentrated? What disappears at the native viewing size?
Camera Orthographic/perspective, angle, focal length, horizon, facing and turn conventions?
Motion Snappy, elastic, weighty, restrained? How far may forms deform in animation?

Avoid phrases such as “beautiful,” “cinematic,” or “high quality” without observable constraints. Avoid using a living artist's name as the style definition. Translate references into properties such as palette, geometry, composition, material, lighting, and mark-making.

Build a visual target

  1. Capture the real game viewport and native resolution.
  2. Place a representative character/object, environment patch, effect, and HUD fragment together.
  3. Show common and worst-case backgrounds.
  4. Add a small palette with semantic roles rather than an unlabelled color cloud.
  5. Record do/don't examples: acceptable silhouette, forbidden outline drift, allowed texture noise.
  6. Approve this target before producing a large catalog.

The target is a contract, not inspiration. Later outputs should be compared against it at the same size and under the same background/light assumptions.

Keep a family coherent

  • Reuse one approved seed/reference for related variants.
  • Keep a stable prompt card with the invariant blocks separate from the asset-specific block.
  • Generate related items in small batches when shared scale and lighting matter.
  • Change one variable per edit pass; broad “make it better” edits increase drift.
  • Carry explicit color values or a palette image when color identity matters.
  • Keep naming, pivots, canvas size, and padding deterministic outside the model.
  • Reject outputs that are attractive alone but belong to a different visual system.

Evaluate at three distances

  1. Thumbnail/native game scale: gameplay identity and state must read immediately.
  2. Working scale: edge quality, anatomy, seams, clusters, and material cues are inspectable.
  3. Context: the asset sits in a real gameplay capture with lighting, effects, UI, and neighbors.

An asset that only succeeds when zoomed in is not successful game art.

Common drift signals

  • character height, head ratio, limb thickness, or costume layers change between states
  • outline color/width changes between adjacent assets
  • highlights imply different light directions
  • palette grows with near-duplicate colors and muddy intermediates
  • texture/noise density increases on later generations
  • camera angle or object projection changes across an isometric/top-down set
  • ground contact and shadow footprint move unpredictably
  • UI icons mix filled, outlined, beveled, and painterly treatments

When drift appears, return to the approved seed and use a constrained edit. Do not keep editing a drifted derivative until it becomes the new accidental reference.

Source: SKILL.md on GitHub

1 warning1mo3 checks · Risk SAFE
  • Gen Agent Trust Hub1mo

    The skill provides a professional workflow for game asset management, using standard Python scripts for technical QA. It relies on a single well-known library (Pillow) and links only to official game engine and licensing documentation. No security concerns were identified.

  • Socket1mo

    No alerts

  • Snyk1mo

    Risk: MEDIUM · 1 issue

Signed by skilld at 3727d02. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 days ago.

Activeupdated 2 months ago

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