Agent skill

Game Art

by xenitV1 in xenitV1/Antigravity-Workflows

Game art principles. An agent skill from xenitV1/Antigravity-Workflows.

MITAuto-check passedGame Development

Install Game Art

skills CLI
$ npx skills add xenitV1/Antigravity-Workflows --skill game-art -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install xenitV1/Antigravity-Workflows game-art --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/xenitV1/Antigravity-Workflows.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-development/game-art .claude/skills/game-art && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
game-art
GitHub stars
130
Used in
9 other repos
Token cost
~1.2k tokens
SKILL.md length
414 words
Files
1
Skills in repo
42
Repo updated
First seen
Licence
MIT

At a glance

Game art principles. An agent skill from xenitV1/Antigravity-Workflows.

  • Works in 7 steps: Art Style Selection → Asset Pipeline Decisions → Color Theory Decisions → …
  • Tasks that involve Sprites and pixel art
  • SKILL.md covers 1. Art Style Selection, 2. Asset Pipeline Decisions, 3. Color Theory Decisions and 4. Animation Principles, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Game Art is an agent skill from xenitV1/Antigravity-Workflows. Game art principles. Visual style selection, asset pipeline, animation workflow.

Its SKILL.md is about 1.2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Sprites and pixel art and Game assets and audio. It works with Blender. The licence is MIT.

When your agent uses it

  • Tasks that involve Sprites and pixel art
  • Tasks that involve Game assets and audio

Example prompts

  • “/game-art”

Requirements

  • Pre-approved tools (allowed-tools): Read, Glob, Grep

Workflow steps

7 steps, taken from the step headings in SKILL.md.

  1. Art Style Selection
  2. Asset Pipeline Decisions
  3. Color Theory Decisions
  4. Animation Principles
  5. Resolution & Scale Decisions
  6. Asset Organization
  7. Anti-Patterns

What it can do on your machine

Read from SKILL.md and the folder at commit f0a1fa7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Read
    • Glob
    • Grep

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Game Art loads about 1.2k tokens when it runs. Until then it costs about 22 tokens; SKILL.md has 414 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~22
When it runs · the whole SKILL.md, loaded when a task matches
~1.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from xenitV1/Antigravity-Workflows at commit f0a1fa7, republished under its MIT licence (© xenitV1). 414 words, ~1,223 tokens.

Download SKILL.mdSave it as .claude/skills/game-art/SKILL.md (or your agent's skills folder).
name
game-art
description
Game art principles. Visual style selection, asset pipeline, animation workflow.
allowed-tools
Read, Glob, Grep

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
Show full SKILL.md (149 more words)Show less
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.

© xenitV1, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in skills/game-development/game-art of xenitV1/Antigravity-Workflows.

Open the folder on GitHubat commit f0a1fa7

Used in 9 other repositories

We found 22 copies of this SKILL.md (exact, near-identical or edited) in other folders, from 9 other GitHub owners. This page covers the copy in xenitV1/Antigravity-Workflows, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Game Art next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Game Art compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Game Art this skillxenitV1/Antigravity-Workflows1309 repos~1.2kAutomated safety check: PassMIT
Asset Pipelinerehan-remade/universal-modder6.1k—~2kAutomated safety check: PassMIT
Game Art PipelinePersonalJarvis/PersonalJarvis159—~566Automated safety check: PassApache-2.0
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
2D Sprite Generator0x0funky/agent-sprite-forge4.4k—~3.6kAutomated safety check: PassMIT
Blender Image To 3Dmajidmanzarpour/blender-game-skills135—~5.7kAutomated safety check: PassMIT

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Works with

Questions about Game Art

What does Game Art do?

Game art principles. An agent skill from xenitV1/Antigravity-Workflows. Game Art is an agent skill from xenitV1/Antigravity-Workflows. Game art principles.

When should I use Game Art?

Game Art fits situations like: tasks that involve Sprites and pixel art; tasks that involve Game assets and audio.

How do I install Game Art in Claude Code?

Run `npx skills add xenitV1/Antigravity-Workflows --skill game-art -a claude-code`. Or copy the skill folder (skills/game-development/game-art in xenitV1/Antigravity-Workflows) into .claude/skills/game-art in your project. Claude Code loads it when a task matches its description.

How do I install Game Art in Codex?

Run `npx skills add xenitV1/Antigravity-Workflows --skill game-art -a codex`. Or copy the skill folder (skills/game-development/game-art in xenitV1/Antigravity-Workflows) into .agents/skills/game-art in your project. Codex loads it when a task matches its description.

Can I use Game Art in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add xenitV1/Antigravity-Workflows --skill game-art -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-art, .gemini/skills/game-art, .github/skills/game-art and .opencode/skills/game-art in your project.

What does Game Art need to run?

SKILL.md names no scripts, command-line tools or credentials: Game Art is instructions for the agent only. Its frontmatter pre-approves these tools: Read, Glob, Grep.

Does Game Art access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Game Art safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Game Art use?

Game Art is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Game Art use?

About 1.2k tokens (SKILL.md is roughly 4.9k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Game Art?

Skills that share tags, products or a category with Game Art: Asset Pipeline (rehan-remade/universal-modder, 6.1k stars), Game Art Pipeline (PersonalJarvis/PersonalJarvis, 159 stars), Game Asset Generator (htdt/godogen, 7.1k stars) and 2D Sprite Generator (0x0funky/agent-sprite-forge, 4.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Art?

xenitV1 (a GitHub user) maintains it in xenitV1/Antigravity-Workflows, which has 130 GitHub stars. The repository holds 42 skills in this directory. The repository was last updated on January 14, 2026.

Source: xenitV1/Antigravity-Workflows on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.