Game Art

davila7/claude-code-templates/cli-tool/components/skills/creative-design/game-development/game-art

by davila78da17d671b6fNo license32K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated today

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

Instructions onlyDesign & Creative
AI-generated overview

Reference guide for game art direction: style selection, asset pipelines, color, animation and asset organization.

What it does
Provides decision guidance for game art production, covering art style selection, 2D and 3D asset pipelines, color theory, animation principles, resolution and scale choices, and asset naming and folder conventions. It also lists anti-patterns to avoid. It produces recommendations and reference tables rather than files or code.
When to use it
Use when planning or reviewing the visual direction of a game, choosing an art style or asset pipeline, or setting conventions for animation, color and asset organization. Suited to early art direction and production planning discussions.
Requirements
No scripts or tools beyond the agent; it is an instructions-only reference document. It declares read-only file tools (Read, Glob, Grep) but needs no packages, credentials or network access.

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.pngtex_stone_wall_normal.pngmesh_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.

Source and attribution

Source:davila7/claude-code-templatesincli-tool/components/skills/creative-design/game-development/game-artat commit8da17d6

License: No license

Content belongs to its original authors. SourceWeft indexes it from a public repository.

Report or request removal