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game-art

Game art principles. Visual style selection, asset pipeline, animation workflow.

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技能内容

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.

When to Use

This skill is applicable to execute the workflow or actions described in the overview.

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.

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