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Game art principles. Visual style selection, asset pipeline, animation workflow.
Passed 19 of 23 test cases with the skill, and 13 of 23 without it.
and 5 more in the full report
6 fixed13 passed either way4 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 6 test cases the skill fixed. Same model, same prompt, with and without the skill.
An environment team named an oak tree mesh asset `LOD2_OakTree_Mesh_Final_v3.fbx`. Convert this file name into the standard game asset naming convention for standard metadata placeholders.
| Checked | Without skill | With skill |
|---|---|---|
| Formats the mesh asset file name as `mesh_tree_oak_lod2.fbx`. | Missed | Passed |
The instructions your model reads when the skill loads.
Visual design thinking for games - style selection, asset pipelines, and art direction.
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 | 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 |
test cases passed, vs 13 / 23 without
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