@mclawnet/agent 0.6.20 → 0.6.22

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Files changed (99) hide show
  1. package/cli.js +63 -0
  2. package/dist/__tests__/checkpoint.test.d.ts +2 -0
  3. package/dist/__tests__/checkpoint.test.d.ts.map +1 -0
  4. package/dist/__tests__/fs-handler-decode.test.d.ts +2 -0
  5. package/dist/__tests__/fs-handler-decode.test.d.ts.map +1 -0
  6. package/dist/__tests__/idle-sweeper.test.d.ts +2 -0
  7. package/dist/__tests__/idle-sweeper.test.d.ts.map +1 -0
  8. package/dist/__tests__/mcp-config.test.d.ts +2 -0
  9. package/dist/__tests__/mcp-config.test.d.ts.map +1 -0
  10. package/dist/__tests__/schedule-runtime-spawn.test.d.ts +2 -0
  11. package/dist/__tests__/schedule-runtime-spawn.test.d.ts.map +1 -0
  12. package/dist/__tests__/schedule-runtime.test.d.ts +2 -0
  13. package/dist/__tests__/schedule-runtime.test.d.ts.map +1 -0
  14. package/dist/__tests__/session-limit.test.d.ts +2 -0
  15. package/dist/__tests__/session-limit.test.d.ts.map +1 -0
  16. package/dist/__tests__/swarm-cli-client.test.d.ts +2 -0
  17. package/dist/__tests__/swarm-cli-client.test.d.ts.map +1 -0
  18. package/dist/__tests__/swarm-control-dispatch.test.d.ts +2 -0
  19. package/dist/__tests__/swarm-control-dispatch.test.d.ts.map +1 -0
  20. package/dist/__tests__/swarm-session-bridge.test.d.ts +2 -0
  21. package/dist/__tests__/swarm-session-bridge.test.d.ts.map +1 -0
  22. package/dist/backend-adapter.d.ts +43 -0
  23. package/dist/backend-adapter.d.ts.map +1 -1
  24. package/dist/checkpoint.d.ts +67 -0
  25. package/dist/checkpoint.d.ts.map +1 -0
  26. package/dist/{chunk-RIK7IXSW.js → chunk-WJWCYGLQ.js} +1130 -147
  27. package/dist/chunk-WJWCYGLQ.js.map +1 -0
  28. package/dist/errors.d.ts +40 -0
  29. package/dist/errors.d.ts.map +1 -0
  30. package/dist/fs-handler.d.ts.map +1 -1
  31. package/dist/hub-connection.d.ts +13 -0
  32. package/dist/hub-connection.d.ts.map +1 -1
  33. package/dist/index.js +1 -1
  34. package/dist/schedule-runtime.d.ts +125 -0
  35. package/dist/schedule-runtime.d.ts.map +1 -0
  36. package/dist/session-manager.d.ts +102 -0
  37. package/dist/session-manager.d.ts.map +1 -1
  38. package/dist/skill-loader.d.ts +20 -0
  39. package/dist/skill-loader.d.ts.map +1 -1
  40. package/dist/start.d.ts +2 -0
  41. package/dist/start.d.ts.map +1 -1
  42. package/dist/start.js +1 -1
  43. package/dist/swarm-cli-client.d.ts +24 -0
  44. package/dist/swarm-cli-client.d.ts.map +1 -0
  45. package/dist/swarm-cli-client.js +83 -0
  46. package/dist/swarm-cli-client.js.map +1 -0
  47. package/dist/swarm-control-dispatch.d.ts +47 -0
  48. package/dist/swarm-control-dispatch.d.ts.map +1 -0
  49. package/dist/swarm-session-bridge.d.ts +22 -0
  50. package/dist/swarm-session-bridge.d.ts.map +1 -0
  51. package/package.json +6 -4
  52. package/skills/cocos-creator-3x-cn/SKILL.md +475 -0
  53. package/skills/cocos-creator-3x-cn/references/framework/asset-management.md +322 -0
  54. package/skills/cocos-creator-3x-cn/references/framework/component-system.md +348 -0
  55. package/skills/cocos-creator-3x-cn/references/framework/event-patterns.md +410 -0
  56. package/skills/cocos-creator-3x-cn/references/framework/playable-optimization.md +257 -0
  57. package/skills/cocos-creator-3x-cn/references/language/performance.md +363 -0
  58. package/skills/cocos-creator-3x-cn/references/language/quality-hygiene.md +307 -0
  59. package/skills/cocos-creator-3x-cn/references/review/architecture-review.md +183 -0
  60. package/skills/cocos-creator-3x-cn/references/review/quality-review.md +251 -0
  61. package/skills/cocos-performance-optimizer/SKILL.md +214 -0
  62. package/skills/game-development/2d-games/SKILL.md +129 -0
  63. package/skills/game-development/3d-games/SKILL.md +145 -0
  64. package/skills/game-development/SKILL.md +175 -0
  65. package/skills/game-development/game-art/SKILL.md +195 -0
  66. package/skills/game-development/game-audio/SKILL.md +200 -0
  67. package/skills/game-development/game-design/SKILL.md +139 -0
  68. package/skills/game-development/mobile-games/SKILL.md +118 -0
  69. package/skills/game-development/multiplayer/SKILL.md +142 -0
  70. package/skills/game-development/pc-games/SKILL.md +154 -0
  71. package/skills/game-development/vr-ar/SKILL.md +133 -0
  72. package/skills/game-development/web-games/SKILL.md +160 -0
  73. package/skills/game-engine/SKILL.md +140 -0
  74. package/skills/game-engine/assets/2d-maze-game.md +528 -0
  75. package/skills/game-engine/assets/2d-platform-game.md +1855 -0
  76. package/skills/game-engine/assets/gameBase-template-repo.md +310 -0
  77. package/skills/game-engine/assets/paddle-game-template.md +1528 -0
  78. package/skills/game-engine/assets/simple-2d-engine.md +507 -0
  79. package/skills/game-engine/references/3d-web-games.md +754 -0
  80. package/skills/game-engine/references/algorithms.md +843 -0
  81. package/skills/game-engine/references/basics.md +343 -0
  82. package/skills/game-engine/references/game-control-mechanisms.md +617 -0
  83. package/skills/game-engine/references/game-engine-core-principles.md +695 -0
  84. package/skills/game-engine/references/game-publishing.md +352 -0
  85. package/skills/game-engine/references/techniques.md +894 -0
  86. package/skills/game-engine/references/terminology.md +354 -0
  87. package/skills/game-engine/references/web-apis.md +1394 -0
  88. package/skills/theone-cocos-standards/SKILL.md +557 -0
  89. package/skills/theone-cocos-standards/references/framework/component-system.md +645 -0
  90. package/skills/theone-cocos-standards/references/framework/event-patterns.md +433 -0
  91. package/skills/theone-cocos-standards/references/framework/playable-optimization.md +429 -0
  92. package/skills/theone-cocos-standards/references/framework/size-optimization.md +308 -0
  93. package/skills/theone-cocos-standards/references/language/modern-typescript.md +658 -0
  94. package/skills/theone-cocos-standards/references/language/performance.md +580 -0
  95. package/skills/theone-cocos-standards/references/language/quality-hygiene.md +582 -0
  96. package/skills/theone-cocos-standards/references/review/architecture-review.md +250 -0
  97. package/skills/theone-cocos-standards/references/review/performance-review.md +288 -0
  98. package/skills/theone-cocos-standards/references/review/quality-review.md +239 -0
  99. package/dist/chunk-RIK7IXSW.js.map +0 -1
@@ -0,0 +1,129 @@
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+ ---
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+ name: 2d-games
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+ description: "2D game development principles. Sprites, tilemaps, physics, camera."
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+ risk: none
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+ source: community
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+ date_added: "2026-02-27"
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+ ---
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+
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+ # 2D Game Development
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+
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+ > Principles for 2D game systems.
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+
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+ ---
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+
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+ ## 1. Sprite Systems
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+
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+ ### Sprite Organization
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+
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+ | Component | Purpose |
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+ |-----------|---------|
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+ | **Atlas** | Combine textures, reduce draw calls |
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+ | **Animation** | Frame sequences |
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+ | **Pivot** | Rotation/scale origin |
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+ | **Layering** | Z-order control |
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+
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+ ### Animation Principles
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+
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+ - Frame rate: 8-24 FPS typical
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+ - Squash and stretch for impact
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+ - Anticipation before action
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+ - Follow-through after action
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+
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+ ---
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+
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+ ## 2. Tilemap Design
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+
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+ ### Tile Considerations
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+
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+ | Factor | Recommendation |
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+ |--------|----------------|
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+ | **Size** | 16x16, 32x32, 64x64 |
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+ | **Auto-tiling** | Use for terrain |
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+ | **Collision** | Simplified shapes |
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+
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+ ### Layers
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+
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+ | Layer | Content |
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+ |-------|---------|
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+ | Background | Non-interactive scenery |
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+ | Terrain | Walkable ground |
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+ | Props | Interactive objects |
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+ | Foreground | Parallax overlay |
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+
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+ ---
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+
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+ ## 3. 2D Physics
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+
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+ ### Collision Shapes
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+
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+ | Shape | Use Case |
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+ |-------|----------|
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+ | Box | Rectangular objects |
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+ | Circle | Balls, rounded |
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+ | Capsule | Characters |
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+ | Polygon | Complex shapes |
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+
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+ ### Physics Considerations
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+
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+ - Pixel-perfect vs physics-based
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+ - Fixed timestep for consistency
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+ - Layers for filtering
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+
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+ ---
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+
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+ ## 4. Camera Systems
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+
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+ ### Camera Types
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+
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+ | Type | Use |
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+ |------|-----|
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+ | **Follow** | Track player |
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+ | **Look-ahead** | Anticipate movement |
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+ | **Multi-target** | Two-player |
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+ | **Room-based** | Metroidvania |
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+
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+ ### Screen Shake
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+
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+ - Short duration (50-200ms)
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+ - Diminishing intensity
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+ - Use sparingly
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+
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+ ---
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+
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+ ## 5. Genre Patterns
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+
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+ ### Platformer
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+
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+ - Coyote time (leniency after edge)
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+ - Jump buffering
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+ - Variable jump height
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+
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+ ### Top-down
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+
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+ - 8-directional or free movement
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+ - Aim-based or auto-aim
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+ - Consider rotation or not
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+
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+ ---
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+
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+ ## 6. Anti-Patterns
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+
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+ | ❌ Don't | ✅ Do |
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+ |----------|-------|
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+ | Separate textures | Use atlases |
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+ | Complex collision shapes | Simplified collision |
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+ | Jittery camera | Smooth following |
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+ | Pixel-perfect on physics | Choose one approach |
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+
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+ ---
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+
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+ > **Remember:** 2D is about clarity. Every pixel should communicate.
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+
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+ ## When to Use
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+ This skill is applicable to execute the workflow or actions described in the overview.
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+
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+ ## Limitations
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+ - Use this skill only when the task clearly matches the scope described above.
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+ - Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
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+ - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
@@ -0,0 +1,145 @@
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+ ---
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+ name: 3d-games
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+ description: "3D game development principles. Rendering, shaders, physics, cameras."
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+ risk: unknown
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+ source: community
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+ date_added: "2026-02-27"
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+ ---
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+
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+ # 3D Game Development
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+
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+ > Principles for 3D game systems.
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+
13
+ ---
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+
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+ ## 1. Rendering Pipeline
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+
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+ ### Stages
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+
19
+ ```
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+ 1. Vertex Processing → Transform geometry
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+ 2. Rasterization → Convert to pixels
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+ 3. Fragment Processing → Color pixels
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+ 4. Output → To screen
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+ ```
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+
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+ ### Optimization Principles
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+
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+ | Technique | Purpose |
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+ |-----------|---------|
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+ | **Frustum culling** | Don't render off-screen |
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+ | **Occlusion culling** | Don't render hidden |
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+ | **LOD** | Less detail at distance |
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+ | **Batching** | Combine draw calls |
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+
35
+ ---
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+
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+ ## 2. Shader Principles
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+
39
+ ### Shader Types
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+
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+ | Type | Purpose |
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+ |------|---------|
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+ | **Vertex** | Position, normals |
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+ | **Fragment/Pixel** | Color, lighting |
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+ | **Compute** | General computation |
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+
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+ ### When to Write Custom Shaders
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+
49
+ - Special effects (water, fire, portals)
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+ - Stylized rendering (toon, sketch)
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+ - Performance optimization
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+ - Unique visual identity
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+
54
+ ---
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+
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+ ## 3. 3D Physics
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+
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+ ### Collision Shapes
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+
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+ | Shape | Use Case |
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+ |-------|----------|
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+ | **Box** | Buildings, crates |
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+ | **Sphere** | Balls, quick checks |
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+ | **Capsule** | Characters |
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+ | **Mesh** | Terrain (expensive) |
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+
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+ ### Principles
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+
69
+ - Simple colliders, complex visuals
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+ - Layer-based filtering
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+ - Raycasting for line-of-sight
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+
73
+ ---
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+
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+ ## 4. Camera Systems
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+
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+ ### Camera Types
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+
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+ | Type | Use |
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+ |------|-----|
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+ | **Third-person** | Action, adventure |
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+ | **First-person** | Immersive, FPS |
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+ | **Isometric** | Strategy, RPG |
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+ | **Orbital** | Inspection, editors |
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+
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+ ### Camera Feel
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+
88
+ - Smooth following (lerp)
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+ - Collision avoidance
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+ - Look-ahead for movement
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+ - FOV changes for speed
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+
93
+ ---
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+
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+ ## 5. Lighting
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+
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+ ### Light Types
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+
99
+ | Type | Use |
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+ |------|-----|
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+ | **Directional** | Sun, moon |
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+ | **Point** | Lamps, torches |
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+ | **Spot** | Flashlight, stage |
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+ | **Ambient** | Base illumination |
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+
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+ ### Performance Consideration
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+
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+ - Real-time shadows are expensive
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+ - Bake when possible
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+ - Shadow cascades for large worlds
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+
112
+ ---
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+
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+ ## 6. Level of Detail (LOD)
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+
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+ ### LOD Strategy
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+
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+ | Distance | Model |
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+ |----------|-------|
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+ | Near | Full detail |
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+ | Medium | 50% triangles |
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+ | Far | 25% or billboard |
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+
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+ ---
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+
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+ ## 7. Anti-Patterns
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+
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+ | ❌ Don't | ✅ Do |
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+ |----------|-------|
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+ | Mesh colliders everywhere | Simple shapes |
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+ | Real-time shadows on mobile | Baked or blob shadows |
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+ | One LOD for all distances | Distance-based LOD |
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+ | Unoptimized shaders | Profile and simplify |
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+
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+ ---
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+
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+ > **Remember:** 3D is about illusion. Create the impression of detail, not the detail itself.
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+
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+ ## When to Use
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+ This skill is applicable to execute the workflow or actions described in the overview.
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+
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+ ## Limitations
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+ - Use this skill only when the task clearly matches the scope described above.
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+ - Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
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+ - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
@@ -0,0 +1,175 @@
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+ ---
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+ name: game-development
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+ description: "Game development orchestrator. Routes to platform-specific skills based on project needs."
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+ version: 1.0.0
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+ risk: unknown
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+ source: community
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+ date_added: "2026-02-27"
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+ ---
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+
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+ # Game Development
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+
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+ > **Orchestrator skill** that provides core principles and routes to specialized sub-skills.
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+
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+ ---
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+
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+ ## When to Use This Skill
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+
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+ You are working on a game development project. This skill teaches the PRINCIPLES of game development and directs you to the right sub-skill based on context.
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+
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+ ---
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+
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+ ## Sub-Skill Routing
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+
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+ ### Platform Selection
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+
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+ | If the game targets... | Use Sub-Skill |
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+ |------------------------|---------------|
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+ | Web browsers (HTML5, WebGL) | `game-development/web-games` |
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+ | Mobile (iOS, Android) | `game-development/mobile-games` |
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+ | PC (Steam, Desktop) | `game-development/pc-games` |
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+ | VR/AR headsets | `game-development/vr-ar` |
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+
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+ ### Dimension Selection
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+
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+ | If the game is... | Use Sub-Skill |
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+ |-------------------|---------------|
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+ | 2D (sprites, tilemaps) | `game-development/2d-games` |
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+ | 3D (meshes, shaders) | `game-development/3d-games` |
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+
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+ ### Specialty Areas
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+
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+ | If you need... | Use Sub-Skill |
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+ |----------------|---------------|
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+ | GDD, balancing, player psychology | `game-development/game-design` |
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+ | Multiplayer, networking | `game-development/multiplayer` |
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+ | Visual style, asset pipeline, animation | `game-development/game-art` |
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+ | Sound design, music, adaptive audio | `game-development/game-audio` |
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+
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+ ---
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+
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+ ## Core Principles (All Platforms)
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+
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+ ### 1. The Game Loop
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+
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+ Every game, regardless of platform, follows this pattern:
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+
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+ ```
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+ INPUT → Read player actions
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+ UPDATE → Process game logic (fixed timestep)
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+ RENDER → Draw the frame (interpolated)
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+ ```
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+
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+ **Fixed Timestep Rule:**
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+ - Physics/logic: Fixed rate (e.g., 50Hz)
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+ - Rendering: As fast as possible
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+ - Interpolate between states for smooth visuals
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+
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+ ---
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+
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+ ### 2. Pattern Selection Matrix
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+
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+ | Pattern | Use When | Example |
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+ |---------|----------|---------|
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+ | **State Machine** | 3-5 discrete states | Player: Idle→Walk→Jump |
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+ | **Object Pooling** | Frequent spawn/destroy | Bullets, particles |
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+ | **Observer/Events** | Cross-system communication | Health→UI updates |
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+ | **ECS** | Thousands of similar entities | RTS units, particles |
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+ | **Command** | Undo, replay, networking | Input recording |
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+ | **Behavior Tree** | Complex AI decisions | Enemy AI |
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+
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+ **Decision Rule:** Start with State Machine. Add ECS only when performance demands.
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+
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+ ---
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+
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+ ### 3. Input Abstraction
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+
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+ Abstract input into ACTIONS, not raw keys:
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+
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+ ```
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+ "jump" → Space, Gamepad A, Touch tap
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+ "move" → WASD, Left stick, Virtual joystick
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+ ```
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+
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+ **Why:** Enables multi-platform, rebindable controls.
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+
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+ ---
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+
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+ ### 4. Performance Budget (60 FPS = 16.67ms)
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+
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+ | System | Budget |
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+ |--------|--------|
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+ | Input | 1ms |
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+ | Physics | 3ms |
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+ | AI | 2ms |
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+ | Game Logic | 4ms |
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+ | Rendering | 5ms |
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+ | Buffer | 1.67ms |
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+
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+ **Optimization Priority:**
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+ 1. Algorithm (O(n²) → O(n log n))
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+ 2. Batching (reduce draw calls)
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+ 3. Pooling (avoid GC spikes)
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+ 4. LOD (detail by distance)
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+ 5. Culling (skip invisible)
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+
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+ ---
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+
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+ ### 5. AI Selection by Complexity
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+
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+ | AI Type | Complexity | Use When |
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+ |---------|------------|----------|
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+ | **FSM** | Simple | 3-5 states, predictable behavior |
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+ | **Behavior Tree** | Medium | Modular, designer-friendly |
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+ | **GOAP** | High | Emergent, planning-based |
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+ | **Utility AI** | High | Scoring-based decisions |
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+
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+ ---
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+
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+ ### 6. Collision Strategy
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+
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+ | Type | Best For |
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+ |------|----------|
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+ | **AABB** | Rectangles, fast checks |
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+ | **Circle** | Round objects, cheap |
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+ | **Spatial Hash** | Many similar-sized objects |
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+ | **Quadtree** | Large worlds, varying sizes |
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+
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+ ---
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+
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+ ## Anti-Patterns (Universal)
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+
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+ | Don't | Do |
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+ |-------|-----|
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+ | Update everything every frame | Use events, dirty flags |
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+ | Create objects in hot loops | Object pooling |
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+ | Cache nothing | Cache references |
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+ | Optimize without profiling | Profile first |
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+ | Mix input with logic | Abstract input layer |
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+
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+ ---
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+
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+ ## Routing Examples
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+
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+ ### Example 1: "I want to make a browser-based 2D platformer"
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+ → Start with `game-development/web-games` for framework selection
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+ → Then `game-development/2d-games` for sprite/tilemap patterns
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+ → Reference `game-development/game-design` for level design
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+
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+ ### Example 2: "Mobile puzzle game for iOS and Android"
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+ → Start with `game-development/mobile-games` for touch input and stores
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+ → Use `game-development/game-design` for puzzle balancing
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+
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+ ### Example 3: "Multiplayer VR shooter"
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+ → `game-development/vr-ar` for comfort and immersion
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+ → `game-development/3d-games` for rendering
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+ → `game-development/multiplayer` for networking
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+
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+ ---
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+
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+ > **Remember:** Great games come from iteration, not perfection. Prototype fast, then polish.
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+
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+ ## Limitations
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+ - Use this skill only when the task clearly matches the scope described above.
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+ - Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
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+ - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
@@ -0,0 +1,195 @@
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+ ---
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+ name: game-art
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+ description: "Game art principles. Visual style selection, asset pipeline, animation workflow."
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+ risk: unknown
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+ source: community
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+ date_added: "2026-02-27"
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+ ---
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+
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+ # Game Art Principles
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+
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+ > Visual design thinking for games - style selection, asset pipelines, and art direction.
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+
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+ ---
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+
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+ ## 1. Art Style Selection
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+
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+ ### Decision Tree
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+
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+ ```
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+ What feeling should the game evoke?
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+
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+ ├── Nostalgic / Retro
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+ │ ├── Limited palette? → Pixel Art
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+ │ └── Hand-drawn feel? → Vector / Flash style
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+
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+ ├── Realistic / Immersive
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+ │ ├── High budget? → PBR 3D
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+ │ └── Stylized realism? → Hand-painted textures
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+
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+ ├── Approachable / Casual
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+ │ ├── Clean shapes? → Flat / Minimalist
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+ │ └── Soft feel? → Gradient / Soft shadows
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+
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+ └── Unique / Experimental
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+ └── Define custom style guide
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+ ```
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+
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+ ### Style Comparison Matrix
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+
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+ | Style | Production Speed | Skill Floor | Scalability | Best For |
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+ |-------|------------------|-------------|-------------|----------|
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+ | **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |
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+ | **Vector/Flat** | Fast | Low | Easy | Mobile, casual |
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+ | **Hand-painted** | Slow | High | Medium | Fantasy, stylized |
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+ | **PBR 3D** | Slow | High | AAA pipeline | Realistic games |
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+ | **Low-poly** | Fast | Medium | Easy | Indie 3D |
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+ | **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |
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+
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+ ---
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+
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+ ## 2. Asset Pipeline Decisions
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+
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+ ### 2D Pipeline
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+
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+ | Phase | Tool Options | Output |
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+ |-------|--------------|--------|
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+ | **Concept** | Paper, Procreate, Photoshop | Reference sheet |
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+ | **Creation** | Aseprite, Photoshop, Krita | Individual sprites |
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+ | **Atlas** | TexturePacker, Aseprite | Spritesheet |
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+ | **Animation** | Spine, DragonBones, Frame-by-frame | Animation data |
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+ | **Integration** | Engine import | Game-ready assets |
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+
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+ ### 3D Pipeline
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+
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+ | Phase | Tool Options | Output |
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+ |-------|--------------|--------|
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+ | **Concept** | 2D art, Blockout | Reference |
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+ | **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |
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+ | **Retopology** | Blender, ZBrush | Game-ready mesh |
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+ | **UV/Texturing** | Substance Painter, Blender | Texture maps |
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+ | **Rigging** | Blender, Maya | Skeletal rig |
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+ | **Animation** | Blender, Maya, Mixamo | Animation clips |
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+ | **Export** | FBX, glTF | Engine-ready |
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+
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+ ---
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+
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+ ## 3. Color Theory Decisions
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+
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+ ### Palette Selection
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+
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+ | Goal | Strategy | Example |
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+ |------|----------|---------|
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+ | **Harmony** | Complementary or analogous | Nature games |
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+ | **Contrast** | High saturation differences | Action games |
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+ | **Mood** | Warm/cool temperature | Horror, cozy |
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+ | **Readability** | Value contrast over hue | Gameplay clarity |
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+
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+ ### Color Principles
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+
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+ - **Hierarchy:** Important elements should pop
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+ - **Consistency:** Same object = same color family
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+ - **Context:** Colors read differently on backgrounds
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+ - **Accessibility:** Don't rely only on color
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+
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+ ---
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+
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+ ## 4. Animation Principles
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+
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+ ### The 12 Principles (Applied to Games)
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+
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+ | Principle | Game Application |
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+ |-----------|------------------|
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+ | **Squash & Stretch** | Jump arcs, impacts |
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+ | **Anticipation** | Wind-up before attack |
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+ | **Staging** | Clear silhouettes |
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+ | **Follow-through** | Hair, capes after movement |
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+ | **Slow in/out** | Easing on transitions |
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+ | **Arcs** | Natural movement paths |
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+ | **Secondary Action** | Breathing, blinking |
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+ | **Timing** | Frame count = weight/speed |
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+ | **Exaggeration** | Readable from distance |
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+ | **Appeal** | Memorable design |
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+
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+ ### Frame Count Guidelines
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+
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+ | Action Type | Typical Frames | Feel |
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+ |-------------|----------------|------|
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+ | Idle breathing | 4-8 | Subtle |
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+ | Walk cycle | 6-12 | Smooth |
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+ | Run cycle | 4-8 | Energetic |
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+ | Attack | 3-6 | Snappy |
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+ | Death | 8-16 | Dramatic |
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+
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+ ---
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+
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+ ## 5. Resolution & Scale Decisions
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+
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+ ### 2D Resolution by Platform
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+
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+ | Platform | Base Resolution | Sprite Scale |
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+ |----------|-----------------|--------------|
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+ | Mobile | 1080p | 64-128px characters |
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+ | Desktop | 1080p-4K | 128-256px characters |
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+ | Pixel art | 320x180 to 640x360 | 16-32px characters |
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+
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+ ### Consistency Rule
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+
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+ Choose a base unit and stick to it:
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+ - Pixel art: Work at 1x, scale up (never down)
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+ - HD art: Define DPI, maintain ratio
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+ - 3D: 1 unit = 1 meter (industry standard)
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+
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+ ---
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+
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+ ## 6. Asset Organization
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+
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+ ### Naming Convention
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+
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+ ```
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+ [type]_[object]_[variant]_[state].[ext]
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+
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+ Examples:
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+ spr_player_idle_01.png
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+ tex_stone_wall_normal.png
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+ mesh_tree_oak_lod2.fbx
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+ ```
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+
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+ ### Folder Structure Principle
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+
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+ ```
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+ assets/
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+ ├── characters/
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+ │ ├── player/
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+ │ └── enemies/
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+ ├── environment/
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+ │ ├── props/
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+ │ └── tiles/
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+ ├── ui/
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+ ├── effects/
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+ └── audio/
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+ ```
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+
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+ ---
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+
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+ ## 7. Anti-Patterns
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+
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+ | Don't | Do |
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+ |-------|-----|
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+ | Mix art styles randomly | Define and follow style guide |
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+ | Work at final resolution only | Create at source resolution |
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+ | Ignore silhouette readability | Test at gameplay distance |
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+ | Over-detail background | Focus detail on player area |
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+ | Skip color testing | Test on target display |
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+
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+ ---
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+
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+ > **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration.
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+
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+ ## When to Use
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+ This skill is applicable to execute the workflow or actions described in the overview.
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+
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+ ## Limitations
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+ - Use this skill only when the task clearly matches the scope described above.
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+ - Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
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+ - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.