Agent skill

Game Vfx Workflow

by witnesstodark in witnesstodark/mr-mak-workspace

Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review.

MITAuto-check passedWriting & Content

Install Game Vfx Workflow

skills CLI
$ npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -a claude-code

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

GitHub CLI
$ gh skill install witnesstodark/mr-mak-workspace game-vfx-workflow --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/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/game-vfx-workflow .claude/skills/game-vfx-workflow && 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-vfx-workflow
GitHub stars
343
Token cost
~896 tokens
SKILL.md length
482 words
Files
2 (incl. references)
Skills in repo
19
Repo updated
First seen
Licence
MIT

At a glance

Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review.

  • Tasks that involve Plain language and style rules
  • SKILL.md covers Establish a reviewable direction, Write the engine contract and Deliver and review
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Game Vfx Workflow is an agent skill from witnesstodark/mr-mak-workspace. Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review. Use for combat, status, environment or object effects.

Its SKILL.md is about 900 tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/implementation.md`).

It sits in Writing & Content, covering Plain language and style rules. The repository describes itself as: A local desktop workspace for Codex and Claude Code, with project reports, creative skills and optional voice. The licence is MIT.

When your agent uses it

  • Tasks that involve Plain language and style rules

Example prompts

  • “/game-vfx-workflow”

What it can do on your machine

Read from SKILL.md and the folder at commit ee27994. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    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 Vfx Workflow loads about 896 tokens when it runs, and up to ~1.3k if it reads all its reference files. Until then it costs about 56 tokens; SKILL.md has 482 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~56
When it runs · the whole SKILL.md, loaded when a task matches
~896
With references · SKILL.md plus every file in references/, read only if the agent opens them
~1.3k

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 witnesstodark/mr-mak-workspace at commit ee27994, republished under its MIT licence (© witnesstodark). 482 words, ~896 tokens.

Download SKILL.mdSave it as .claude/skills/game-vfx-workflow/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
game-vfx-workflow
description
Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review. Use for combat, status, environment or object effects.

Game VFX workflow

Start from the effect's gameplay meaning, the actual game camera and an existing capture. Inspect the relevant animation, event and visibility code before promising a trigger. A diagram can propose appearance; only the engine can prove event timing, cleanup and rendering cost.

Establish a reviewable direction

Separate a reference board, proposed motion and implemented effects. Preserve the user's selected direction and revisions. For a vendor preview, record its source and what should be borrowed; viewing it does not supply an asset licence. Use the project's approved provider when new concept art is requested. Do not generate another batch just to turn a chosen direction into a handoff.

Describe the effect in layers: purpose, shape, colour, attachment, timing and intensity. Distinguish a continuous state from a one-shot event. A small contact burst, a spreading death stain and an ongoing damage fire need separate lifecycles. Make attachment space explicit: a hand glow follows a socket, while a released trail stays briefly in world space. Changing an emitter must not teleport old particles.

For an interactive study, expose only useful comparisons: layer isolation, normal/slow playback, scale, ground contrast and the relevant interruption. Label its timings as illustrative when they are not verified animation markers. Keep old versions reachable and use stable option names.

Write the engine contract

Read the lifecycle and review checklist when preparing integration. Record real release/contact markers from the accepted animation or gameplay clock. A projectile owns its travel; confirmed contact owns its impact. A cancelled windup must not schedule a later hit effect.

Specify where an effect is spawned, who owns it, how it fades and what removes it. Include death, cancellation, despawn, scene unload and any game-specific visibility/storage transitions. Reset trail history on teleport or reuse. For surface effects, use reviewed anchors or validated surface sampling. A bounding box alone does not establish a valid wall, roof or ground contact.

Use shared materials and bounded pools where appropriate. Restore only this effect's material contribution; preserve team tint, hit flashes and other active states. Measure transparent overlap and crowd cost on the actual target. Do not add gameplay damage, buffs or balance changes as incidental VFX work.

Show full SKILL.md (121 more words)Show less

Deliver and review

Deliver the selected appearance, motion contract, local source references, editable assets and implementation status. Record concept approval, native verification and visual acceptance separately. Capture a real OFF/ON comparison at normal gameplay zoom using the same action and camera; ensure underlying gameplay is unchanged. Add an implemented effect to the project library with its trigger, usage and native preview, not a generated illustration.

Example request: "Design a small shield impact that remains readable on pale ground, then prepare its integration handoff." Success means a selected direction, confirmed-hit trigger, cleanup contract and native review plan. It does not imply that a concept preview has already been integrated. Dependencies: the project's references and engine access for implementation; generation tools are optional.

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

Files

SKILL.md and 1 other file (references) in .agents/skills/game-vfx-workflow of witnesstodark/mr-mak-workspace.

  • SKILL.md
  • references/implementation.md

Open the folder on GitHubat commit ee27994

Compare with similar skills

Game Vfx Workflow 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 Vfx Workflow compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Game Vfx Workflow this skillwitnesstodark/mr-mak-workspace343—~896Automated safety check: PassMIT
Asd Ste100danyuchn/asd-ste100-skill4.2k—~4.1kAutomated safety check: PassMIT
Simple Issue Descriptionevery-app/open-seo23k1 repos~1.2kAutomated safety check: PassMIT
Ponytail AuditDietrichGebert/ponytail159k—~1.4kAutomated safety check: PassMIT
Technical Writing Standardcursor/plugins10k10 repos~2.4kAutomated safety check: PassNone
Natural Japanese Business Writingcoji/natural-japanese1.9k—~2.1kAutomated safety check: PassMIT

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Questions about Game Vfx Workflow

What does Game Vfx Workflow do?

Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review. Game Vfx Workflow is an agent skill from witnesstodark/mr-mak-workspace. Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review.

When should I use Game Vfx Workflow?

Game Vfx Workflow fits situations like: tasks that involve Plain language and style rules.

How do I install Game Vfx Workflow in Claude Code?

Run `npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -a claude-code`. Or copy the skill folder (.agents/skills/game-vfx-workflow in witnesstodark/mr-mak-workspace) into .claude/skills/game-vfx-workflow in your project. Claude Code loads it when a task matches its description.

How do I install Game Vfx Workflow in Codex?

Run `npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -a codex`. Or copy the skill folder (.agents/skills/game-vfx-workflow in witnesstodark/mr-mak-workspace) into .agents/skills/game-vfx-workflow in your project. Codex loads it when a task matches its description.

Can I use Game Vfx Workflow 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 witnesstodark/mr-mak-workspace --skill game-vfx-workflow -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-vfx-workflow, .gemini/skills/game-vfx-workflow, .github/skills/game-vfx-workflow and .opencode/skills/game-vfx-workflow in your project.

What does Game Vfx Workflow need to run?

SKILL.md names no scripts, command-line tools or credentials: Game Vfx Workflow is instructions for the agent only.

Does Game Vfx Workflow 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 Vfx Workflow 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 Vfx Workflow use?

Game Vfx Workflow 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 Vfx Workflow use?

About 896 tokens (SKILL.md is roughly 3.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 431 tokens, read only when the agent opens those files.

What are the alternatives to Game Vfx Workflow?

Skills that share tags, products or a category with Game Vfx Workflow: Asd Ste100 (danyuchn/asd-ste100-skill, 4.2k stars), Simple Issue Description (every-app/open-seo, 23k stars), Ponytail Audit (DietrichGebert/ponytail, 159k stars) and Technical Writing Standard (cursor/plugins, 10k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Vfx Workflow?

witnesstodark (a GitHub user) maintains it in witnesstodark/mr-mak-workspace, which has 343 GitHub stars. The repository holds 19 skills in this directory. The repository was last updated on October 8, 2026.

Source: witnesstodark/mr-mak-workspace on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.