game-art

A reference for deciding how a game should look and how its artwork should be produced. It covers visual styles, 2D and 3D asset workflows, colour choices, animation, sizing, file organisation, and common errors.

In plain words
What is it for?
Choosing an art direction, defining a palette and style guide, planning asset production, and avoiding common game-art workflow mistakes.
Why use it?
It helps turn broad artistic goals into consistent production rules while making trade-offs such as speed, skill, and hiring needs clearer.

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/phuonghx/aim-cli/game-art
Any agent
npx skills add phuonghx/aim-cli --skill game-art
Clone the repo
git clone --depth 1 https://github.com/phuonghx/aim-cli

Made for: Claude Code, Codex.

Per session 93 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,519 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00093 $0.01519
Opus 5 $0.00046 $0.00759
Sonnet 5 $0.00019 $0.00304
Haiku 4.5 $0.00009 $0.00152

Measured yesterday against content hash 2d68871cf03e, 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 yesterday.

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.

aim/templates/aim-agents/skills/game-development/game-art/SKILL.md · 154 lines

How it starts

The opening of the file, as written. The whole thing — 154 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Art Direction

A working reference for deciding how a game should look and how its art gets made. Treat visual choices as gameplay decisions, not just aesthetics.

Choosing a Style

Start from the emotion you want the player to feel, then let that point you at a technique.

If you want the player to feel... Lean toward Why
Nostalgia, retro charm Pixel art, or vector/flat hand-drawn line work Limited palettes and chunky pixels signal "classic" instantly
Grounded realism, full immersion PBR 3D (big budget) or hand-painted textures (stylized realism) Physically based shading sells believability; painted textures fake it cheaper
Warmth, easy approachability Flat/minimalist clean shapes, or soft gradient shading Simple forms and gentle shadows read as friendly and low-pressure
Something nobody has seen A bespoke style guide Novelty needs rules written down so a team can reproduce it

Trade-offs at a glance

Speed = how fast assets ship. Floor = how skilled an artist must be. Hiring = how easy it is to staff up.

Technique Speed Skill floor Hiring Sweet spot
Pixel art Moderate Moderate Tough Indie & throwback titles
Vector / flat Quick Low Easy Mobile, casual
Hand-painted Slow High Moderate Fantasy, stylized worlds
PBR 3D Slow High Needs full pipeline Photoreal projects
Low-poly Quick Moderate Easy Small-team 3D
Cel-shaded Moderate Moderate Moderate Anime / cartoon looks

Asset Pipelines

Each stage feeds the next. Pick tools per stage; the output is what matters for handoff.

2D flow

  1. Concept — sketch on paper, Procreate, or Photoshop → a reference sheet
  2. Authoring — Aseprite, Krita, Photoshop → finished sprites
  3. Packing — TexturePacker → a single atlas/spritesheet
  4. Motion — Spine or DragonBones (skeletal) or frame-by-frame → animation data
  5. Import — bring it into the engine as game-ready content

Read the full file on GitHub · 154 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. yesterday First seen · 154 lines · 93 tokens per session scan A 2d68871cf03e

Subscribe to this mod's changes

game-art is a skill published in the GitHub repository phuonghx/aim-cli (1 stars, last pushed 2mo ago), licensed MIT. It adds 93 tokens to every session and 1,519 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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