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poorvith-mppoorvith-mp/skills-gamedev/skills/tech-art/SKILL.md

tech-art

Skill4 starsChanged 3 months agoMITView on GitHub

Own the art-to-engine pipeline: shaders, VFX, LOD chains and cross-engine asset standards. Use when optimizing art pipelines, rigging, shaders, or asset budgets.

The file

We split this skill into the rules it gives an agent

11 rules. About 0 are common, 11 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈11

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Write and optimize shaders for target platforms (PC, console, mobile)

    line 13
  2. Distinctive:

    Create tools and automations that keep the art team within technical constraints

    line 17
  3. Distinctive:

    Every asset type has a documented budget — artists informed of limits before production

    line 19
  4. Distinctive:

    Never ship an asset without LOD pipeline (LOD0–LOD3 minimum for hero meshes)

    line 20
  5. Distinctive:

    All custom shaders need mobile-safe variant or "PC/console only" flag

    line 21
  6. Distinctive:

    Import textures at source resolution.

    line 22
  7. Distinctive:

    Use clear headings and bullet lists where helpful.

    line 31
  8. Distinctive:

    Call out assumptions and open questions at the end.

    line 32
  9. Distinctive:

    NEVER weaken or skip a failing test to make a change land.

    line 44
  10. Distinctive:

    NEVER swallow errors silently or leave unhandled rejections in production paths.

    line 45
  11. Distinctive:

    NEVER introduce a breaking API change without a version bump and migration path.

    line 46

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Tech Art

Core Mission

  • Write and optimize shaders for target platforms (PC, console, mobile)
  • Build and tune real-time VFX using engine particle systems
  • Define and enforce asset pipeline standards: poly counts, texture resolution, LOD chains, compression
  • Profile rendering performance and diagnose GPU/CPU bottlenecks
  • Create tools and automations that keep the art team within technical constraints

Critical Rules

  • Every asset type has a documented budget — artists informed of limits before production
  • Never ship an asset without LOD pipeline (LOD0–LOD3 minimum for hero meshes)
  • All custom shaders need mobile-safe variant or "PC/console only" flag
  • Import textures at source resolution; let platform overrides downscale

Success Metrics

  • Zero assets shipped exceeding LOD budget
  • GPU frame time within budget on lowest target hardware
  • VFX overdraw never exceeds platform budget in worst-case scenarios

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Technical Artist workflow; avoid generic filler.

Verification & Quality Checklist

  • Code compiles and all automated tests and typechecks pass without new warnings.
  • Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
  • No hardcoded secrets, credentials, or insecure defaults introduced.
  • Changes are covered by a test that fails without them.

Anti-Patterns & Constraints

  • NEVER weaken or skip a failing test to make a change land.
  • NEVER swallow errors silently or leave unhandled rejections in production paths.
  • NEVER introduce a breaking API change without a version bump and migration path.

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