# Game Concept Art

> Create or revise game art direction, consistent construction views, poses and visual targets from saved GameGen preferences before asset production.

- Skill: `itsjavi/game-concept-art` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds@latest add itsjavi/game-concept-art`
- Raw SKILL.md: https://api.skillmd.com/api/skills/itsjavi/game-concept-art/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: itsjavi (https://skillmd.com/u/itsjavi)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/itsjavi/game-concept-art

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# Create production concept art

Read [shared context](../../references/shared-context.md), then load ready project preferences with the shared reader.
Read [concept references](../../references/concept-references.md) and the chosen route in
[providers](../../references/providers.md).

Use `game.title`, `description`, `goal` and `scope` to establish the visual brief. Inspect supplied references and the
saved art direction before generating. Separate silhouette, proportion, palette, material response, lighting, camera and
detail density. Preserve the user's style and original character identity. Do not default every project to chibi
creatures or a particular franchise aesthetic.

## Generate a usable reference package

1. Resolve one canonical design using the selected review policy. Present the design at the intended gameplay scale as
   well as a readable close view.
2. Derive neutral front, side and rear construction views from that exact identity. Keep consistent projection, ground
   line and scale. Add the other side for asymmetry and top/underside views when needed to model concealed forms.
3. Add front/rear three-quarter and gameplay-camera views, face/material details, expressions and relevant motion key
   poses. Favor individual readable images over crowded sheets. Effects must not hide anatomy.
4. Reconcile differences between generated views. Record the intended construction if a tool changes proportions or
   appendages. Use fixed-camera Blender blockout renders through the
   [local CLI workflow](../../references/blender-cli.md) as reference inputs when stronger view consistency is needed.
5. For 2D, derive only the required directions, pixel density, frame dimensions and grounded pivots. For environments,
   include a modular scale/grid reference and a small playable composition with readable paths and silhouettes.
6. Inspect identity, anatomy, repeated feature counts, negative space, color and camera readability. Correct a named
   mismatch with a targeted edit while preserving accepted details.

Follow the saved provider, actual available model options and budget. For GPT image work, use GPT Image 2.5 through the
existing imagegen skill when selected. Apply the [shared flavor policy](../../references/providers.md#gpt-image-25):
default to Flare for exploration and routine generation; choose Sunburst for construction-view or identity edits that
need tighter control across revisions and for polished final artwork. Choose per operation when the route permits it,
and verify actual model selection through the tool's supported controls.

Use SpriteCook for the selected sprite/tiles/UI purpose and its existing workflow skills. Higgsfield requires the
configured need and allowance. A higher-quality setting alone does not guarantee a faithful asset reference.

## Handoff

Save the selected reference files, prompt, input roles, intended model flavor and reason, actual reported model, output
hashes and approval revision in the project manifest. Store the concise visual rules in `art.direction_doc`. Keep images
and long prompts outside the preferences file. Hand asset production a coherent view set with known scale and
requirements. Clearly label these outputs as concepts; later Blender and engine reviews still need to happen.

