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game-art

Game art principles. Visual style selection, asset pipeline, animation workflow.

40

Quality

38%

Does it follow best practices?

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SecuritybySnyk

Passed

No findings from the security scan

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tessl review fix ./skills/game-development/game-art/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

36%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

This skill reads more like a general game art reference guide than an actionable skill for Claude. It covers broad conceptual territory (style selection, pipelines, color theory, animation principles) but lacks concrete, executable guidance—there are no commands to run, no code to execute, and no specific procedures with validation steps. The tables are well-organized but mostly catalog general knowledge that Claude likely already possesses.

Suggestions

Transform the pipeline sections into actionable workflows with specific commands (e.g., actual TexturePacker CLI commands, Aseprite export scripts, Blender batch export commands) and add validation checkpoints between steps.

Remove or drastically condense sections covering general knowledge Claude already knows (12 animation principles, basic color theory, folder conventions) and focus on project-specific decision-making procedures.

Add concrete examples of style guide documents, asset review checklists, or scripts that Claude could generate or use when helping with game art decisions.

Define a clear primary task this skill enables (e.g., 'creating a style guide document' or 'setting up an asset pipeline') rather than covering six loosely related topics at a surface level.

DimensionReasoningScore

Conciseness

The content is mostly efficient with good use of tables, but includes several sections that explain general knowledge Claude already possesses (12 animation principles, basic color theory, folder structure conventions). The decision tree and comparison matrices add value, but the overall document is longer than necessary for what amounts to reference/conceptual material rather than actionable instructions.

3 / 5

Actionability

The skill is almost entirely descriptive and conceptual—it presents decision matrices, comparison tables, and general principles but provides no executable code, no concrete commands, and no specific step-by-step procedures Claude could follow. The naming convention and folder structure examples are the most concrete elements, but they're still just templates rather than actionable guidance for a specific task.

2 / 5

Workflow Clarity

While the pipelines are listed as sequential phases in tables, they lack any real workflow detail—no validation checkpoints, no decision points within steps, no error handling, and no concrete commands to execute at each phase. The 2D and 3D pipeline tables are essentially lists of tool categories rather than actionable workflows.

2 / 5

Progressive Disclosure

The content is well-structured with clear section headers and tables, making it navigable. However, with no bundle files, there's no progressive disclosure to external references. Several sections (animation principles, color theory) could be split into separate reference files, and the document is somewhat monolithic for its breadth of topics.

3 / 5

Total

10

/

20

Passed

Description

41%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

The description identifies a clear domain (game art) and lists three sub-topics, but reads more like a table of contents than a functional skill description. It lacks concrete actions, explicit trigger guidance ('Use when...'), and natural user-facing keywords that would help Claude reliably select this skill from a large pool.

Suggestions

Add a 'Use when...' clause with trigger terms like 'game art', 'sprite', 'game graphics', 'pixel art', 'texture', 'game animation', or 'art style'.

Replace topic headings with concrete actions, e.g., 'Guides visual style selection for games, designs asset export pipelines, plans sprite and animation workflows'.

Include common synonyms and related terms users might say, such as '2D/3D game assets', 'tileset', 'character animation', 'art direction'.

DimensionReasoningScore

Specificity

Names the domain (game art) and lists a few concrete areas—visual style selection, asset pipeline, animation workflow—but these are more like topic headings than specific actions. It doesn't describe what concrete actions are performed (e.g., 'creates sprite sheets', 'exports assets in specific formats').

3 / 5

Completeness

Provides a partial 'what' (game art principles, visual style selection, asset pipeline, animation workflow) but has no 'when' clause at all. The absence of explicit trigger guidance caps this dimension, and the 'what' itself is more of a topic list than a clear capability statement.

2 / 5

Trigger Term Quality

Includes some relevant keywords like 'game art', 'visual style', 'asset pipeline', and 'animation workflow', but misses many natural user phrases such as 'sprites', 'pixel art', 'textures', '2D art', '3D models', 'game graphics', or specific tool/format references.

3 / 5

Distinctiveness Conflict Risk

The 'game art' domain provides some specificity, but terms like 'animation workflow' and 'asset pipeline' could overlap with general animation skills, game development skills, or asset management skills. It's somewhat distinct but not sharply delineated.

3 / 5

Total

11

/

20

Passed

Validation

90%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation10 / 11 Passed

Validation for skill structure

CriteriaDescriptionResult

frontmatter_unknown_keys

Unknown frontmatter key(s) found; consider removing or moving to metadata

Warning

Total

10

/

11

Passed

Repository
administrakt0r/AI-Agents-Safe-Coding-Skills
Reviewed

Table of Contents

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