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game-art游戏艺术

Agent Skill

game-art 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

576

周安装

24

GitHub Stars

7,298

下载量

192
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-art(游戏艺术)
来源仓库:https://github.com/vudovn/antigravity-kit
仓库路径:skills/game-art
安装命令:
npx skills add https://github.com/vudovn/antigravity-kit --skill game-art
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/vudovn/antigravity-kit --skill game-art

简介

用于处理 GitHub 仓库、Issue 和 Pull Request 协作信息,辅助代码变更管理。

  • 适用于围绕游戏美术资源、风格指南或资产管线相关的协作事项进行整理。
  • 安装方式:GitHub 仓库,命令为 npx skills add vudovn/antigravity-kit --skill game-art。
  • 使用前建议查看原始 README 了解具体集成方式和输入输出格式。
  • 注意权限范围和维护状态,避免触发不必要的网络请求或文件操作。

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

StyleProduction SpeedSkill FloorScalabilityBest For
Pixel ArtMediumMediumHard to hireIndie, retro
Vector/FlatFastLowEasyMobile, casual
Hand-paintedSlowHighMediumFantasy, stylized
PBR 3DSlowHighAAA pipelineRealistic games
Low-polyFastMediumEasyIndie 3D
Cel-shadedMediumMediumMediumAnime, cartoon

2. Asset Pipeline Decisions

2D Pipeline

PhaseTool OptionsOutput
ConceptPaper, Procreate, PhotoshopReference sheet
CreationAseprite, Photoshop, KritaIndividual sprites
AtlasTexturePacker, AsepriteSpritesheet
AnimationSpine, DragonBones, Frame-by-frameAnimation data
IntegrationEngine importGame-ready assets

3D Pipeline

PhaseTool OptionsOutput
Concept2D art, BlockoutReference
ModelingBlender, Maya, 3ds MaxHigh-poly mesh
RetopologyBlender, ZBrushGame-ready mesh
UV/TexturingSubstance Painter, BlenderTexture maps
RiggingBlender, MayaSkeletal rig
AnimationBlender, Maya, MixamoAnimation clips
ExportFBX, glTFEngine-ready

3. Color Theory Decisions

Palette Selection

GoalStrategyExample
HarmonyComplementary or analogousNature games
ContrastHigh saturation differencesAction games
MoodWarm/cool temperatureHorror, cozy
ReadabilityValue contrast over hueGameplay 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)

PrincipleGame Application
Squash & StretchJump arcs, impacts
AnticipationWind-up before attack
StagingClear silhouettes
Follow-throughHair, capes after movement
Slow in/outEasing on transitions
ArcsNatural movement paths
Secondary ActionBreathing, blinking
TimingFrame count = weight/speed
ExaggerationReadable from distance
AppealMemorable design

Frame Count Guidelines

Action TypeTypical FramesFeel
Idle breathing4-8Subtle
Walk cycle6-12Smooth
Run cycle4-8Energetic
Attack3-6Snappy
Death8-16Dramatic

5. Resolution & Scale Decisions

2D Resolution by Platform

PlatformBase ResolutionSprite Scale
Mobile1080p64-128px characters
Desktop1080p-4K128-256px characters
Pixel art320x180 to 640x36016-32px 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'tDo
Mix art styles randomlyDefine and follow style guide
Work at final resolution onlyCreate at source resolution
Ignore silhouette readabilityTest at gameplay distance
Over-detail backgroundFocus detail on player area
Skip color testingTest on target display

Remember: Art serves gameplay. If it doesn't help the player, it's decoration.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

38.07%
按下载量换算73

Claude

29.14%
按下载量换算56

Cursor

18.78%
按下载量换算36

Gemini CLI

9.42%
按下载量换算18

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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