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game-art

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

Quality

65%

Does it follow best practices?

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SecuritybySnyk

Passed

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tessl review fix ./plugins/AI-Agents-Safe-Coding-Skills/skills/game-development/game-art/SKILL.md

The canonical home for this skill is game-art in administrakt0r/AI-Agents-Safe-Coding-Skills

SKILL.md
Quality
Evals
Security

Quality

Content

61%Weight 40%Scale 1-5

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

The body is a well-organized reference with genuinely concrete, game-specific decision data (frame counts, resolutions, naming patterns), but it spends tokens restating well-known fundamentals (the 12 animation principles, basic color theory), embeds no validation checkpoints in its pipelines, and ends with a vague boilerplate 'When to Use' sentence. It performs respectably mid-to-high on the rubric.

Suggestions

Add validation checkpoints to the pipelines (e.g., after Atlas: verify padding/bleed; after Export: import-test in engine; after animation: test silhouette readability at gameplay distance), turning the anti-patterns table's tips into explicit workflow steps.

Trim well-known concepts: compress the 12-principles table to only its game-specific application column and cut generic color-theory definitions, keeping the game-relevant guidance.

Replace the filler 'When to Use' line ('This skill is applicable to execute the workflow...') with concrete trigger guidance, and if the skill grows, move the 2D/3D pipeline tables and style matrix into one-level-deep reference files.

DimensionReasoningScore

Conciseness

The body is dense tables rather than padded prose, but it devotes significant tokens to concepts Claude already knows: the full 12-principles-of-animation table, basic color harmony theory (complementary/analogous, warm/cool), and generic folder-structure boilerplate. Per the guideline to penalize explanations of known concepts, this is 'mostly efficient but includes some unnecessary explanation or could be tightened' (anchor 3) — not anchor 2 because there is no padded prose introduction, and not anchor 4 because the 12-principles and color-theory sections could be trimmed to only their game-specific deltas.

3 / 5

Actionability

For an instruction-only skill the guidance is concrete: a decision tree for style selection, specific frame-count ranges (idle 4-8, attack 3-6), per-platform resolutions, a naming pattern with real examples (spr_player_idle_01.png), and tool options per pipeline phase. This matches anchor 4 ('mostly executable guidance; concrete... with minor gaps'); it falls short of anchor 5 because there are no end-to-end worked examples (e.g., taking one asset from concept to engine-ready) and the final 'When to Use' line is generic filler.

4 / 5

Workflow Clarity

The 2D and 3D pipelines list phases in a clear order (Concept → Creation/Modeling → Atlas/Retopo → Animation → Integration/Export), giving a real sequence, but there are no validation or verification checkpoints anywhere — e.g., no 'test silhouette at gameplay distance' or 'verify sprite scale on target platform' steps within the pipelines (such tips appear only as static anti-pattern rows). This matches anchor 3 ('steps listed but validation gaps; checkpoints missing or implicit'). The destructive/batch cap is not triggered since this is an art-direction reference, but it cannot reach anchor 4 without checkpoints.

3 / 5

Progressive Disclosure

There are no bundle files, and the ~180-line body is organized into seven well-labeled sections with a navigable comparison/decision structure and no nested references (scored against actual bundle structure: none). This fits anchor 4 ('good structure; most content is appropriately placed; minor organization gaps'); it is above anchor 3 because nothing is clearly misfiled or buried, but below anchor 5 because the section set is not a signposted overview of one-level-deep reference files and some detail tables (e.g., the full 3D pipeline) would justify splitting out if the skill grows.

4 / 5

Total

14

/

20

Passed

Description

53%Weight 40%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 correctly uses third person and names a distinct domain, but it is a topic list rather than a capability statement, lacks synonyms users would naturally say, and has no 'Use when...' trigger clause. It sits at the midpoint of the rubric: clear enough on 'what', silent on 'when'.

Suggestions

Add an explicit trigger clause, e.g. 'Use when creating or art-directing game visuals — sprites, character/environment art, or choosing an art style for a game.'

Include natural synonyms and concrete terms users would say: 'sprites, pixel art, character design, textures, game assets', not just 'asset pipeline'.

Phrase capabilities as actions in third person (e.g. 'Selects art styles, structures asset pipelines, and applies animation timing') and broaden coverage to match the body's scope (color, resolution, organization).

DimensionReasoningScore

Specificity

The description names the domain ('Game art principles') and lists three capability areas ('Visual style selection, asset pipeline, animation workflow'), but these read as topic labels rather than concrete actions, and coverage has gaps (color, resolution, and organization topics from the body are absent). This matches anchor 3 ('names domain and 1-2 concrete actions, but not comprehensive'); it is above anchor 2 because it goes beyond a bare domain mention, but below anchor 4 because it lacks a fuller action list with only minor gaps.

3 / 5

Completeness

The 'what' is reasonably clear (game art principles covering style selection, asset pipeline, animation), but there is no 'when' — no 'Use when...' clause or equivalent trigger guidance, which the guidelines say caps completeness at 3. This matches anchor 3 exactly ('has a clear what but when is missing or only weakly implied') and cannot reach anchor 4 without an explicit when-clause.

3 / 5

Trigger Term Quality

'Game art', 'visual style', and 'animation' are natural phrases a user might say, but common variations are missing: sprites, pixel art, character design, textures, art direction, or file extensions. This fits anchor 3 ('some relevant keywords but missing common variations or synonyms'); it is not anchor 2 because the keywords present are domain-specific rather than generic, and not anchor 4 because synonyms and colloquial variations are absent.

3 / 5

Distinctiveness Conflict Risk

'Game art' carves out a fairly distinct niche that would not fire for general programming, document, or data skills; the main overlap risk is with general art/design or visualization skills. This fits anchor 4 ('mostly distinct; minor overlap risk with closely related skills') — more distinct than anchor 3's generic 'works with document files', but trigger phrases are too thin to earn anchor 5's 'clear niche with distinct triggers'.

4 / 5

Total

13

/

20

Passed

Validation

93%

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

Validation — 15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

frontmatter_unknown_keys

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

Warning

Total

15

/

16

Passed

Repository

administrakt0r/AI-Agents-Safe-Coding-Skills

Path

plugins/AI-Agents-Safe-Coding-Skills/skills/game-development/game-art/SKILL.md

Reviewed

Table of Contents

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