[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6XGSW8C5A6DFSATVQTR84SD":3,"skill-same:01M6XGSW8C5A6DFSATVQTR84SD":66},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":23,"publishedAt":40,"linkOnly":41,"markdownContent":42,"markdownBody":43,"frontMatter":44,"refName":46,"commitSha":47,"skillDirectory":48,"forksCount":14,"repositoryHtmlUrl":49,"repositoryHomepageUrl":6,"ownerHtmlUrl":50,"ownerBlogUrl":6,"ownerDescription":6,"updatedAt":51,"install":52,"resources":65},"01M6XGSW8C5A6DFSATVQTR84SD","game-art",null,"Game art principles. Visual style selection, asset pipeline, animation workflow.","sapsapshen\u002Fai-memory-router","sapsapshen","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F20347959?v=4","01M6XDQEF1DP50DKF37H81J3J5","shenmian","01M6XDQEJPE41Y3DT2763X8ZJN",0,"MIT","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fcopilot\u002Fgame-development\u002Fgame-art\u002FSKILL.md",[18],{"categoryNo":19,"categoryName":20,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000015","视觉设计","SCENARIO","使用场景",[24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39],"game art","game","Art","asset pipeline","workflow","pipeline","Animation","community","selection","visual","style","visual style","asset","principles","unknown","2026","2026-11-10 10:12:30",false,"---\nname: game-art\ndescription: \"Game art principles. Visual style selection, asset pipeline, animation workflow.\"\nrisk: unknown\nsource: community\ndate_added: \"2026-02-27\"\n---\n\n# Game Art Principles\n\n> Visual design thinking for games - style selection, asset pipelines, and art direction.\n\n---\n\n## 1. Art Style Selection\n\n### Decision Tree\n\n```\nWhat feeling should the game evoke?\n│\n├── Nostalgic \u002F Retro\n│   ├── Limited palette? → Pixel Art\n│   └── Hand-drawn feel? → Vector \u002F Flash style\n│\n├── Realistic \u002F Immersive\n│   ├── High budget? → PBR 3D\n│   └── Stylized realism? → Hand-painted textures\n│\n├── Approachable \u002F Casual\n│   ├── Clean shapes? → Flat \u002F Minimalist\n│   └── Soft feel? → Gradient \u002F Soft shadows\n│\n└── Unique \u002F Experimental\n    └── Define custom style guide\n```\n\n### Style Comparison Matrix\n\n| Style | Production Speed | Skill Floor | Scalability | Best For |\n|-------|------------------|-------------|-------------|----------|\n| **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |\n| **Vector\u002FFlat** | Fast | Low | Easy | Mobile, casual |\n| **Hand-painted** | Slow | High | Medium | Fantasy, stylized |\n| **PBR 3D** | Slow | High | AAA pipeline | Realistic games |\n| **Low-poly** | Fast | Medium | Easy | Indie 3D |\n| **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |\n\n---\n\n## 2. Asset Pipeline Decisions\n\n### 2D Pipeline\n\n| Phase | Tool Options | Output |\n|-------|--------------|--------|\n| **Concept** | Paper, Procreate, Photoshop | Reference sheet |\n| **Creation** | Aseprite, Photoshop, Krita | Individual sprites |\n| **Atlas** | TexturePacker, Aseprite | Spritesheet |\n| **Animation** | Spine, DragonBones, Frame-by-frame | Animation data |\n| **Integration** | Engine import | Game-ready assets |\n\n### 3D Pipeline\n\n| Phase | Tool Options | Output |\n|-------|--------------|--------|\n| **Concept** | 2D art, Blockout | Reference |\n| **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |\n| **Retopology** | Blender, ZBrush | Game-ready mesh |\n| **UV\u002FTexturing** | Substance Painter, Blender | Texture maps |\n| **Rigging** | Blender, Maya | Skeletal rig |\n| **Animation** | Blender, Maya, Mixamo | Animation clips |\n| **Export** | FBX, glTF | Engine-ready |\n\n---\n\n## 3. Color Theory Decisions\n\n### Palette Selection\n\n| Goal | Strategy | Example |\n|------|----------|---------|\n| **Harmony** | Complementary or analogous | Nature games |\n| **Contrast** | High saturation differences | Action games |\n| **Mood** | Warm\u002Fcool temperature | Horror, cozy |\n| **Readability** | Value contrast over hue | Gameplay clarity |\n\n### Color Principles\n\n- **Hierarchy:** Important elements should pop\n- **Consistency:** Same object = same color family\n- **Context:** Colors read differently on backgrounds\n- **Accessibility:** Don't rely only on color\n\n---\n\n## 4. Animation Principles\n\n### The 12 Principles (Applied to Games)\n\n| Principle | Game Application |\n|-----------|------------------|\n| **Squash & Stretch** | Jump arcs, impacts |\n| **Anticipation** | Wind-up before attack |\n| **Staging** | Clear silhouettes |\n| **Follow-through** | Hair, capes after movement |\n| **Slow in\u002Fout** | Easing on transitions |\n| **Arcs** | Natural movement paths |\n| **Secondary Action** | Breathing, blinking |\n| **Timing** | Frame count = weight\u002Fspeed |\n| **Exaggeration** | Readable from distance |\n| **Appeal** | Memorable design |\n\n### Frame Count Guidelines\n\n| Action Type | Typical Frames | Feel |\n|-------------|----------------|------|\n| Idle breathing | 4-8 | Subtle |\n| Walk cycle | 6-12 | Smooth |\n| Run cycle | 4-8 | Energetic |\n| Attack | 3-6 | Snappy |\n| Death | 8-16 | Dramatic |\n\n---\n\n## 5. Resolution & Scale Decisions\n\n### 2D Resolution by Platform\n\n| Platform | Base Resolution | Sprite Scale |\n|----------|-----------------|--------------|\n| Mobile | 1080p | 64-128px characters |\n| Desktop | 1080p-4K | 128-256px characters |\n| Pixel art | 320x180 to 640x360 | 16-32px characters |\n\n### Consistency Rule\n\nChoose a base unit and stick to it:\n- Pixel art: Work at 1x, scale up (never down)\n- HD art: Define DPI, maintain ratio\n- 3D: 1 unit = 1 meter (industry standard)\n\n---\n\n## 6. Asset Organization\n\n### Naming Convention\n\n```\n[type]_[object]_[variant]_[state].[ext]\n\nExamples:\nspr_player_idle_01.png\ntex_stone_wall_normal.png\nmesh_tree_oak_lod2.fbx\n```\n\n### Folder Structure Principle\n\n```\nassets\u002F\n├── characters\u002F\n│   ├── player\u002F\n│   └── enemies\u002F\n├── environment\u002F\n│   ├── props\u002F\n│   └── tiles\u002F\n├── ui\u002F\n├── effects\u002F\n└── audio\u002F\n```\n\n---\n\n## 7. Anti-Patterns\n\n| Don't | Do |\n|-------|-----|\n| Mix art styles randomly | Define and follow style guide |\n| Work at final resolution only | Create at source resolution |\n| Ignore silhouette readability | Test at gameplay distance |\n| Over-detail background | Focus detail on player area |\n| Skip color testing | Test on target display |\n\n---\n\n> **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration.\n\n## When to Use\nThis skill is applicable to execute the workflow or actions described in the overview.\n","# Game Art Principles\n\n> Visual design thinking for games - style selection, asset pipelines, and art direction.\n\n---\n\n## 1. Art Style Selection\n\n### Decision Tree\n\n```\nWhat feeling should the game evoke?\n│\n├── Nostalgic \u002F Retro\n│   ├── Limited palette? → Pixel Art\n│   └── Hand-drawn feel? → Vector \u002F Flash style\n│\n├── Realistic \u002F Immersive\n│   ├── High budget? → PBR 3D\n│   └── Stylized realism? → Hand-painted textures\n│\n├── Approachable \u002F Casual\n│   ├── Clean shapes? → Flat \u002F Minimalist\n│   └── Soft feel? → Gradient \u002F Soft shadows\n│\n└── Unique \u002F Experimental\n    └── Define custom style guide\n```\n\n### Style Comparison Matrix\n\n| Style | Production Speed | Skill Floor | Scalability | Best For |\n|-------|------------------|-------------|-------------|----------|\n| **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |\n| **Vector\u002FFlat** | Fast | Low | Easy | Mobile, casual |\n| **Hand-painted** | Slow | High | Medium | Fantasy, stylized |\n| **PBR 3D** | Slow | High | AAA pipeline | Realistic games |\n| **Low-poly** | Fast | Medium | Easy | Indie 3D |\n| **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |\n\n---\n\n## 2. Asset Pipeline Decisions\n\n### 2D Pipeline\n\n| Phase | Tool Options | Output |\n|-------|--------------|--------|\n| **Concept** | Paper, Procreate, Photoshop | Reference sheet |\n| **Creation** | Aseprite, Photoshop, Krita | Individual sprites |\n| **Atlas** | TexturePacker, Aseprite | Spritesheet |\n| **Animation** | Spine, DragonBones, Frame-by-frame | Animation data |\n| **Integration** | Engine import | Game-ready assets |\n\n### 3D Pipeline\n\n| Phase | Tool Options | Output |\n|-------|--------------|--------|\n| **Concept** | 2D art, Blockout | Reference |\n| **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |\n| **Retopology** | Blender, ZBrush | Game-ready mesh |\n| **UV\u002FTexturing** | Substance Painter, Blender | Texture maps |\n| **Rigging** | Blender, Maya | Skeletal rig |\n| **Animation** | Blender, Maya, Mixamo | Animation clips |\n| **Export** | FBX, glTF | Engine-ready |\n\n---\n\n## 3. Color Theory Decisions\n\n### Palette Selection\n\n| Goal | Strategy | Example |\n|------|----------|---------|\n| **Harmony** | Complementary or analogous | Nature games |\n| **Contrast** | High saturation differences | Action games |\n| **Mood** | Warm\u002Fcool temperature | Horror, cozy |\n| **Readability** | Value contrast over hue | Gameplay clarity |\n\n### Color Principles\n\n- **Hierarchy:** Important elements should pop\n- **Consistency:** Same object = same color family\n- **Context:** Colors read differently on backgrounds\n- **Accessibility:** Don't rely only on color\n\n---\n\n## 4. Animation Principles\n\n### The 12 Principles (Applied to Games)\n\n| Principle | Game Application |\n|-----------|------------------|\n| **Squash & Stretch** | Jump arcs, impacts |\n| **Anticipation** | Wind-up before attack |\n| **Staging** | Clear silhouettes |\n| **Follow-through** | Hair, capes after movement |\n| **Slow in\u002Fout** | Easing on transitions |\n| **Arcs** | Natural movement paths |\n| **Secondary Action** | Breathing, blinking |\n| **Timing** | Frame count = weight\u002Fspeed |\n| **Exaggeration** | Readable from distance |\n| **Appeal** | Memorable design |\n\n### Frame Count Guidelines\n\n| Action Type | Typical Frames | Feel |\n|-------------|----------------|------|\n| Idle breathing | 4-8 | Subtle |\n| Walk cycle | 6-12 | Smooth |\n| Run cycle | 4-8 | Energetic |\n| Attack | 3-6 | Snappy |\n| Death | 8-16 | Dramatic |\n\n---\n\n## 5. Resolution & Scale Decisions\n\n### 2D Resolution by Platform\n\n| Platform | Base Resolution | Sprite Scale |\n|----------|-----------------|--------------|\n| Mobile | 1080p | 64-128px characters |\n| Desktop | 1080p-4K | 128-256px characters |\n| Pixel art | 320x180 to 640x360 | 16-32px characters |\n\n### Consistency Rule\n\nChoose a base unit and stick to it:\n- Pixel art: Work at 1x, scale up (never down)\n- HD art: Define DPI, maintain ratio\n- 3D: 1 unit = 1 meter (industry standard)\n\n---\n\n## 6. Asset Organization\n\n### Naming Convention\n\n```\n[type]_[object]_[variant]_[state].[ext]\n\nExamples:\nspr_player_idle_01.png\ntex_stone_wall_normal.png\nmesh_tree_oak_lod2.fbx\n```\n\n### Folder Structure Principle\n\n```\nassets\u002F\n├── characters\u002F\n│   ├── player\u002F\n│   └── enemies\u002F\n├── environment\u002F\n│   ├── props\u002F\n│   └── tiles\u002F\n├── ui\u002F\n├── effects\u002F\n└── audio\u002F\n```\n\n---\n\n## 7. Anti-Patterns\n\n| Don't | Do |\n|-------|-----|\n| Mix art styles randomly | Define and follow style guide |\n| Work at final resolution only | Create at source resolution |\n| Ignore silhouette readability | Test at gameplay distance |\n| Over-detail background | Focus detail on player area |\n| Skip color testing | Test on target display |\n\n---\n\n> **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration.\n\n## When to Use\nThis skill is applicable to execute the workflow or actions described in the overview.\n",{"name":5,"risk":38,"source":31,"date_added":45,"description":7},"2026-02-27","main","7a38d8e7073e61c16eda85681cb32fb68a8657a5","skills-store\u002Fcopilot\u002Fgame-development\u002Fgame-art","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router","https:\u002F\u002Fgithub.com\u002Fsapsapshen","2026-04-14 21:12:12",{"source":8,"skillName":5,"commands":53,"prompt":63,"zipAvailable":64},[54,57,60],{"tool":55,"command":56},"npx","npx skills add sapsapshen\u002Fai-memory-router --skill game-art",{"tool":58,"command":59},"bunx","bunx skills add sapsapshen\u002Fai-memory-router --skill game-art",{"tool":61,"command":62},"pnpm","pnpm dlx skills add sapsapshen\u002Fai-memory-router --skill game-art","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fcopilot\u002Fgame-development\u002Fgame-art\u002FSKILL.md",true,[],[67,91,117,127,140,157],{"skillNo":68,"name":69,"nameZh":6,"description":70,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":71,"categories":72,"keywords":78,"publishedAt":40},"01M71ATQRKG48SH06FQ697T5G9","wechat-search","Search WeChat Official Account articles using OpenClaw's web search and fetch capabilities with compliance-focused design.","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fopenclaw\u002Fwechat-search-release\u002FSKILL.md",[73],{"categoryNo":74,"categoryName":75,"taxonomyType":76,"taxonomyTypeDesc":77},"01JBSEEDCAT000000000000037","律师与法务","PROFESSION","适用职业",[79,80,81,82,83,84,85,86,87,88,89,90],"wechat search","wechat","search","capabilities","openclaw","design","web search","compliance","web","official","fetch","with",{"skillNo":92,"name":93,"nameZh":6,"description":94,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":95,"categories":96,"keywords":97,"publishedAt":40},"01M71ATNAVGZB35PFYM2GC5N00","trend-tap","Real-time trending topics aggregator across 7 platforms (X\u002FTwitter, Reddit, Google Trends, Hacker News, Zhihu, Bilibili, Weibo). 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Do NOT use web_search — this skill already fetches live data from all platforms with zero API keys.","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fopenclaw\u002Ftrend-radar\u002FSKILL.md",[],[124,125,98,109,110,111,112,102,81,114,126,115,116,108,106,105,104,113,103,101],"trend radar","radar","pulse",{"skillNo":128,"name":129,"nameZh":6,"description":130,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":131,"categories":132,"keywords":133,"publishedAt":40},"01M71ATGF095N3EJM9G8SD0BB5","tech-news-daily","每日科技新闻汇——从全球多个 RSS 源抓取最新科技新闻，翻译（英→中）、去重、排版成每日简报。当用户询问科技新闻、科技新鲜事、每日科技、技术动态、Daily Tech News 或类似表达时触发此技能。","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fopenclaw\u002Ftech-news-daily\u002FSKILL.md",[],[134,135,136,137,138,139],"news","tech","tech news daily","daily","rss","翻译",{"skillNo":141,"name":142,"nameZh":6,"description":143,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":144,"categories":145,"keywords":149,"publishedAt":40},"01M71ATFAEAMQ17M70NQNY7SR8","summarize","Summarize URLs or files with the summarize CLI (web, PDFs, images, audio, YouTube).","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fopenclaw\u002Fsummarize\u002FSKILL.md",[146],{"categoryNo":147,"categoryName":148,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000021","资料检索与研究",[142,87,150,151,152,90,109,153,154,155,100,156,113],"Audio","cli","youtube","images","https","files","pdfs",{"skillNo":158,"name":159,"nameZh":6,"description":160,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":161,"categories":162,"keywords":163,"publishedAt":40},"01M71ATDNS3R0M4H936PACQAWZ","sonoscli","Control Sonos speakers (discover\u002Fstatus\u002Fplay\u002Fvolume\u002Fgroup).","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fopenclaw\u002Fsonoscli\u002FSKILL.md",[],[159,164,165,166,113,167,154,168,169,170,171,172],"status","play","go","latest","github","discover","control","cmd","volume"]