--- id: vudovn/ag-kit/game-art version: "a57acbe4" license: MIT install: manual updated: 2026-07-26 --- # game-art — Game Art guides you through style selection with decision trees matching your game's tone and budget, from pixel art to PBR 3D. It covers asset pipeline phases for both 2D and 3D workflows, color theory for mood and readability, and animation principles with frame guidelines. Includes naming conventions and folder structures to keep your project organized. Publisher: vudovn · Stars: 8011 · Updated: 2026-07-26 Install (manual): `git clone https://github.com/vudovn/ag-kit` ## SKILL.md # Game Art Principles > Visual design thinking for games - style selection, asset pipelines, and art direction. --- ## 1. Art Style Selection ### Decision Tree ``` What feeling should the game evoke? │ ├── Nostalgic / Retro │ ├── Limited palette? → Pixel Art │ └── Hand-drawn feel? → Vector / Flash style │ ├── Realistic / Immersive │ ├── High budget? → PBR 3D │ └── Stylized realism? → Hand-painted textures │ ├── Approachable / Casual │ ├── Clean shapes? → Flat / Minimalist │ └── Soft feel? → Gradient / Soft shadows │ └── Unique / Experimental └── Define custom style guide ``` ### Style Comparison Matrix | Style | Production Speed | Skill Floor | Scalability | Best For | |-------|------------------|-------------|-------------|----------| | **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro | | **Vector/Flat** | Fast | Low | Easy | Mobile, casual | | **Hand-painted** | Slow | High | Medium | Fantasy, stylized | | **PBR 3D** | Slow | High | AAA pipeline | Realistic games | | **Low-poly** | Fast | Medium | Easy | Indie 3D | | **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon | --- ## 2. Asset Pipeline Decisions ### 2D Pipeline | Phase | Tool Options | Output | |-------|--------------|--------| | **Concept** | Paper, Procreate, Photoshop | Reference sheet | | **Creation** | Aseprite, Photoshop, Krita | Individual sprites | | **Atlas** | TexturePacker, Aseprite | Spritesheet | | **Animation** | Spine, DragonBones, Frame-by-frame | Animation data | | **Integration** | Engine import | Game-ready assets | ### 3D Pipeline | Phase | Tool Options | Output | |-------|--------------|--------| | **Concept** | 2D art, Blockout | Reference | | **Modeling** | Blender, Maya, 3ds Max | High-poly mesh | | **Retopology** | Blender, ZBrush | Game-ready mesh | | **UV/Texturing** | Substance Painter, Blender | Texture maps | | **Rigging** | Blender, Maya | Skeletal rig | | **Animation** | Blender, Maya, Mixamo | Animation clips | | **Export** | FBX, glTF | Engine-ready | --- ## 3. Color Theory Decisions ### Palette Selection | Goal | Strategy | Example | |------|----------|---------| | **Harmony** | Complementary or analogous | Nature games | | **Contrast** | High saturation differences | Action games | | **Mood** | Warm/cool temperature | Horror, cozy | | **Readability** | Value contrast over hue | Gameplay clarity | ### Color Principles - **Hierarchy:** Important elements should pop - **Consistency:** Same object = same color family - **Context:** Colors read differently on backgrounds - **Accessibility:** Don't rely only on color --- ## 4. Animation Principles ### The 12 Principles (Applied to Games) | Principle | Game Application | |-----------|------------------| | **Squash & Stretch** | Jump arcs, impacts | | **Anticipation** | Wind-up before attack | | **Staging** | Clear silhouettes | | **Follow-through** | Hair, capes after movement | | **Slow in/out** | Easing on transitions | | **Arcs** | Natural movement paths | | **Secondary Action** | Breathing, blinking | | **Timing** | Frame count = weight/speed | | **Exaggeration** | Readable from distance | | **Appeal** | Memorable design | ### Frame Count Guidelines | Action Type | Typical Frames | Feel | |-------------|----------------|------| | Idle breathing | 4-8 | Subtle | | Walk cycle | 6-12 | Smooth | | Run cycle | 4-8 | Energetic | | Attack | 3-6 | Snappy | | Death | 8-16 | Dramatic | --- ## 5. Resolution & Scale Decisions ### 2D Resolution by Platform | Platform | Base Resolution | Sprite Scale | |----------|-----------------|--------------| | Mobile | 1080p | 64-128px characters | | Desktop | 1080p-4K | 128-256px characters | | Pixel art | 320x180 to 640x360 | 16-32px characters | ### Consistency Rule Choose a base unit and stick to it: - Pixel art: Work at 1x, scale up (never down) - HD art: Define DPI, maintain ratio - 3D: 1 unit = 1 meter (industry standard) --- ## 6. Asset Organization ### Naming Convention ``` [type]_[object]_[variant]_[state].[ext] Examples: spr_player_idle_01.png tex_stone_wall_normal.png mesh_tree_oak_lod2.fbx ``` ### Folder Structure Principle ``` assets/ ├── characters/ │ ├── player/ │ └── enemies/ ├── environment/ │ ├── props/ │ └── tiles/ ├── ui/ ├── effects/ └── audio/ ``` --- ## 7. Anti-Patterns | Don't | Do | |-------|-----| | Mix art styles randomly | Define and follow style guide | | Work at final resolution only | Create at source resolution | | Ignore silhouette readability | Test at gameplay distance | | Over-detail background | Focus detail on player area | | Skip color testing | Test on target display | --- > **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration. [View on SkillFed](https://skillfed.io/vudovn/ag-kit/game-art) · [View on GitHub](https://github.com/vudovn/ag-kit)