Game Art

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

作者 davila78da17d671b6f無授權條款32K 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫今天更新

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

僅含說明Design & Creative
AI 產生的概覽

遊戲美術方向參考指南:風格選擇、資源管線、色彩、動畫與資源組織。

功能
為遊戲美術製作提供決策指引,涵蓋美術風格選擇、2D 與 3D 資源管線、色彩理論、動畫原則、解析度與比例選擇,以及資源命名與資料夾規範。同時列出應避免的反模式。產出的是建議與參考表格,而非檔案或程式碼。
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適用於規劃或檢視遊戲視覺方向、選擇美術風格或資源管線,或制定動畫、色彩與資源組織規範時。適合早期美術方向與製作規劃討論。
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除代理外不需任何指令碼或工具,是僅含說明的參考文件。文件宣告使用唯讀檔案工具(Read、Glob、Grep),但不需要任何套件、憑證或網路存取。

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.

來源與署名

來源:davila7/claude-code-templates位於cli-tool/components/skills/creative-design/game-development/game-art提交8da17d6

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