| 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
| 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 |
3. Color Theory Decisions
Palette Selection
| Goal |
Strategy |
Example |
| Harmony |
Complementary or analogous |
Nature games |
| Contrast |
High saturation differences |
Action games |
| Mood |
Warm/cool temperature |
Horror, cozy |
| Readability |
Value contrast over hue |
Gameplay 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)
| Principle |
Game Application |
| Squash & Stretch |
Jump arcs, impacts |
| Anticipation |
Wind-up before attack |
| Staging |
Clear silhouettes |
| Follow-through |
Hair, capes after movement |
| Slow in/out |
Easing on transitions |
| Arcs |
Natural movement paths |
| Secondary Action |
Breathing, blinking |
| Timing |
Frame count = weight/speed |
| Exaggeration |
Readable from distance |
| Appeal |
Memorable design |
Frame Count Guidelines
| Action Type |
Typical Frames |
Feel |
| Idle breathing |
4-8 |
Subtle |
| Walk cycle |
6-12 |
Smooth |
| Run cycle |
4-8 |
Energetic |
| Attack |
3-6 |
Snappy |
| Death |
8-16 |
Dramatic |
5. Resolution & Scale Decisions
2D Resolution by Platform
| Platform |
Base Resolution |
Sprite Scale |
| Mobile |
1080p |
64-128px characters |
| Desktop |
1080p-4K |
128-256px characters |
| Pixel art |
320x180 to 640x360 |
16-32px 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't |
Do |
| Mix art styles randomly |
Define and follow style guide |
| Work at final resolution only |
Create at source resolution |
| Ignore silhouette readability |
Test at gameplay distance |
| Over-detail background |
Focus detail on player area |
| Skip color testing |
Test on target display |
Remember: Art serves gameplay. If it doesn't help the player, it's decoration.