game-art

Guidance for choosing a game's visual style and organizing the work needed to create its art. It covers styles such as pixel art, flat graphics, hand-painted textures, and 3D rendering, plus 2D and 3D asset workflows.

In plain words
What is it for?
Selecting a visual direction, comparing art production approaches, planning asset pipelines, and deciding how concepts, models, textures, and animations should be made.
Why use it?
It helps teams choose an art approach that fits the game's mood, platform, production speed, and available skills.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/felipeslo/opencode-kit/game-art
Any agent
npx skills add felipeslo/opencode-kit --skill game-art
Clone the repo
git clone --depth 1 https://github.com/felipeslo/opencode-kit

Made for: Claude Code, Codex.

Per session 17 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,276 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00017 $0.01276
Opus 5 $0.00009 $0.00638
Sonnet 5 $0.00003 $0.00255
Haiku 4.5 $0.00002 $0.00128

Measured 2d ago against content hash 6171411de076, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

game-art scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

100% identical to game-art — 1 line differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.opencode/skills/game-development/game-art/SKILL.md · 185 lines

How it starts

The opening of the file, as written. The whole thing — 185 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

Read the full file on GitHub · 185 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 185 lines · 17 tokens per session scan A 6171411de076

Subscribe to this mod's changes

game-art is a skill published in the GitHub repository felipeslo/opencode-kit (2 stars, last pushed 5mo ago), licensed MIT. It adds 17 tokens to every session and 1,276 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to game-art, differing in 1 line, and is treated as a copy.

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