Results for “art-of-war”
51 skillsMore results
Art Direction
Define the visual identity of a game including art style, color palettes, character design language, environment aesthetics, and asset pipelines. Use when establishing the look and feel of a game project. Also trigger for "art style", "visual style", "game aesthetics", "color palette", "character art", "pixel art", or "game graphics".
0
Combat Design
Expert in designing and implementing visceral, satisfying combat systems. Masters hitbox/hurtbox design, frame data, combo systems, enemy archetypes, damage feedback, and the invisible craft that makes players feel powerful. Draws from fighting games, character action games (DMC, Bayonetta), and Souls-like design to create combat that is readable, responsive, and endlessly replayable. Use when "combat system, combat design, hitbox, hurtbox, frame data, hitstop, screen shake, input buffer, coyote time, i-frames, invincibility frames, combo system, attack cancel, recovery frames, punishment window, souls-like combat, action game combat, fighting game, damage feedback, enemy design, boss design, attack telegraph, parry system, stamina system, poise system, weapon feel, game feel combat, melee combat, combat juice, combat, action-game, fighting-game, hitbox, frame-data, game-feel, souls-like, character-action, melee, enemy-design, boss-design, combo, parry, i-frames" mentioned.
128 · bundle
Game Development Technical Artist
Art-to-engine pipeline specialist - Masters shaders, VFX systems, LOD pipelines, performance budgeting, and cross-engine asset optimization
2
Texture Art
Expert texture artist specializing in PBR workflows, Substance suite, Quixel Mixer, and hand-painted techniques for games and film productionUse when "texture artist, PBR textures, Substance Painter, Substance Designer, Quixel Mixer, normal map, roughness map, metallic map, albedo texture, base color map, texture baking, bake normal, texel density, trim sheet, texture atlas, channel packing, material layering, wear and tear, edge wear, hand painted texture, stylized texture, UDIM workflow, height map vs normal, color ID map, material ID, texture seams, tiling texture, seamless texture, texture, pbr, substance-painter, substance-designer, quixel, megascans, normal-map, roughness, metallic, albedo, uv-mapping, baking, trim-sheet, material, hand-painted, stylized, photorealistic, game-art, 3d-art" mentioned.
128 · bundle
Concept Art
Concept Art
128 · bundle
Voxel Art
Expert voxel artist with deep knowledge of MagicaVoxel workflows, palette design, animation techniques, mesh conversion, and game engine optimization. This skill represents insights from professional voxel artists, Teardown developers, and the MagicaVoxel community - knowledge Claude wouldn't normally have about this specialized art form. Use when "voxel, voxel art, magicavoxel, qubicle, voxel model, voxel animation, voxel game, blocky art, minecraft style, teardown style, voxel character, voxel environment, voxel optimization, voxel export, voxel to mesh, marching cubes, greedy meshing, voxel palette, destructible voxels, voxel, 3d, pixel-art, game-dev, magicavoxel, qubicle, animation, optimization, indie-games, retro, blocky" mentioned.
128 · bundle
Pixel Art
Deep pixel art expertise covering fundamentals, limited palettes, dithering patterns, subpixel animation, tile design, retro hardware constraints, and HD-2D hybrid techniques. Knowledge Claude wouldn't normally have from indie masters like Pedro Medeiros (saint11). Use when "pixel art, sprite art, dithering, limited palette, subpixel animation, tileset, autotile, pillow shading, selective outline, selout, hue shifting, color ramp, NES style, SNES style, HD-2D, Aseprite, retro game art, 8-bit, 16-bit, pixel-art, sprites, animation, retro, indie-games, dithering, palettes, tiles, subpixel, aseprite, NES, SNES, GBA, HD-2D" mentioned.
128 · bundle
Game Art
Guides visual style selection, asset pipeline choices, and animation workflows for game development.
0 · bundle
Pixel Art
Pixel art w/ era palettes (NES, Game Boy, PICO-8).
0 · bundle
Artifacts Builder
Suite of tools for creating elaborate, multi-component claude.ai HTML artifacts using modern frontend web technologies (React, Tailwind CSS, shadcn/ui). Use for complex artifacts requiring state management, routing, or shadcn/ui components - not for simple single-file HTML/JSX artifacts.
3 · bundle
Agent Agent
Agent skill for agent - invoke with $agent-agent
0
Vfx Realtime
Expert real-time VFX artist specializing in particle systems, shader effects, and the invisible craft that makes games feel satisfying. Masters Niagara, VFX Graph, Godot GPU particles, and understands the AAA principles that make effects read clearly at 60fps. Use when "particle system, visual effects, vfx, particles, niagara, vfx graph, flipbook, sprite sheet, explosion effect, magic effect, trail effect, beam effect, dissolve, distortion, force field, hit effect, muzzle flash, impact effect, smoke particles, fire effect, soft particles, game juice, screen shake, particle overdraw, effect optimization, vfx, particles, effects, niagara, vfx-graph, game-juice, visual-effects, shaders, flipbook, trails, beams, explosions, optimization, gpu-particles" mentioned.
128 · bundle
Algorithmic Art
Creating algorithmic art using p5.js with seeded randomness and interactive parameter exploration. Use this when users request creating art using code, generative art, algorithmic art, flow fields, or particle systems. Create original algorithmic art rather than copying existing artists' work to avoid copyright violations.
0 · bundle
Algorithmic Art
Creates algorithmic art as p5.js generative sketches, starting from a written philosophy and ending with interactive HTML and JavaScript files.
559 · bundle
Algorithmic Art
Creates algorithmic art with p5.js, starting from a generative philosophy and expressing it through seeded randomness, noise fields, and particle systems.
1 · bundle
Afak Rule
Rule (afak-rule)
1 · bundle
Algorithmic Art
Creating algorithmic art using p5.js with seeded randomness and interactive parameter exploration. Use this when users request creating art using code, generative art, algorithmic art, flow fields, or particle systems. Create original algorithmic art rather than copying existing artists' work to avoid copyright violations.
0 · bundle
Algorithmic Art
Creating algorithmic art using p5.js with seeded randomness and interactive parameter exploration. Use this when users request creating art using code, generative art, algorithmic art, flow fields, or particle systems. Create original algorithmic art rather than copying existing artists' work to avoid copyright violations.
1 · bundle
Goap
Goal-Oriented Action Planning skill for world state and action costs.
1.7k · bundle
Muapi AI Fight Scene
Generate a high-cut-density action/fight scene by composing a 16-cell storyboard image and driving Seedance 2.0 image-to-video from that storyboard.
3.7k
Guojing Skill
郭靖(武侠虚构)认知与表达框架(压缩蒸馏):钝感大智、朴素正义、师徒传承… 触发:射雕英雄传 等。虚构
9 · bundle
Game Art
Game art principles. Visual style selection, asset pipeline, animation workflow.
3
Game Art
Game art principles. Visual style selection, asset pipeline, animation workflow.
1
Art
Generates illustrations, diagrams, flowcharts, infographics, thumbnails, comics, and icons using multiple rendering backends, with workflows for various visual content types.
1 · bundle
3d Modeling
Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when "3d model, 3d modeling, mesh topology, uv unwrap, uv mapping, retopology, retopo, low poly, high poly, subdivision, subdiv, edge flow, edge loops, polygon modeling, box modeling, hard surface, organic modeling, sculpting, zbrush, blender modeling, maya modeling, 3ds max, LOD, level of detail, game ready mesh, film ready, baking normals, high to low, fbx export, gltf export, texel density, 3d, modeling, topology, uv, game-dev, vfx, blender, maya, zbrush, retopology, lod, hard-surface, organic, sculpting" mentioned.
128 · bundle
Skill System Architect
Design the architecture for a multi-command skill system — the shared state schema, the command map, the router, and the boundary each command stops at — before any skill files get written. Use when the user wants to turn one skill into a system, combine several related or overlapping skills into a single coherent one, build a skill with subcommands (like `/thing audit`, `/thing polish`), design a suite, family, or collection of skills, or asks "how should I structure this skill set". Also trigger on "skill system", "skill architecture", "multi-command skill", "system of skills", "make these skills work together", "skill with slash commands", or complaints that their skills overlap, collide, duplicate each other, or never fire. Produces an architecture spec only — it never writes SKILL.md or reference files. Hand the finished spec to skill-creator to build from.
0 · bundle
Algorithmic Art
Creates generative art with p5.js, starting from an algorithmic philosophy and expressing it through seeded randomness, noise fields, and particle systems.
253 · bundle
Ascii Art
Renders text and images as ASCII art using local CLI tools and free REST APIs, with no API keys required.
2
Algorithmic Art
Creating algorithmic art using p5.js with seeded randomness and interactive parameter exploration. Use this when users request creating art using code, generative art, algorithmic art, flow fields, or particle systems. Create original algorithmic art rather than copying existing artists' work to avoid copyright violations.
3 · bundle
Gulong Skill
古龙(武侠作家)认知与表达框架(压缩蒸馏):短句蒙太奇、浪子孤独、酒友女人 触发:小李飞刀 等。已故;非搏击教程
9 · bundle
Yangguo Skill
杨过(武侠虚构)认知与表达框架(压缩蒸馏):反叛与痴情、断臂隐喻、师徒伦理张力… 触发:神雕侠侣 等。虚构;非现实伦理操作
9 · bundle
Algorithmic Art
Creates algorithmic art in two phases: first writing a generative-art philosophy as a markdown manifesto, then expressing it as interactive p5.js sketches with seeded randomness, flow fields, and particle systems.
2 · bundle
Map Blockout
Procedurally design an AAA-style open-world FPS map blockout (roads, POIs, fields, forests/treelines, railway/bridges) from a landscape, validate it through gated checks, and materialize it into engine geometry. Use when the user asks to block out or lay out an open-world/FPS map, place roads/POIs/forests/railways procedurally, or turn a blockout plan into splines, paint layers, foliage, and actors.
605 · bundle
Pixel Art
Pixel art w/ era palettes (NES, Game Boy, PICO-8).
0 · bundle
Combat Mode Strategy
当需要在2-3个月内集中精力攻克一个重大、有挑战性的个人或职业目标时,使用此模型
11 · bundle