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directing-game-visuals

directing-game-visuals

github.com/abagames其他3840 次安装2 周前更新
代码仓库

关于 directing-game-visuals

将游戏机制与概念转化为清晰视觉反馈的美术指导技能,涵盖配色角色、构图、可读性验证和素材交接;仅在涉及运行时探测时提供实现指导。

主要功能

  1. 01提炼氛围、材质与运动
  2. 02将机制映射为视觉反馈
  3. 03为配色指定玩法角色
  4. 04验证无 HUD 文字时的可读性
  5. 05准备像素美术素材交接

适用场景

  1. 01根据游戏概念制定视觉方向
  2. 02让危险与奖励清晰可辨
  3. 03规划玩法机制的视觉反馈
  4. 04为像素美术准备视觉要求

安装

复制下面的命令,在终端中运行。

$npx skills add https://github.com/abagames/agentic-gamedev-skills --skill directing-game-visuals

安装后在 Claude Code 中输入/directing-game-visuals确认已加载。

附带文件references/visual-design-guide.md

README 原文English

来自项目 README

README 暂无中文译文,以下为英文原文;中文介绍见上方。

Make visuals communicate play state rather than merely decorate it. Put the full plan in <PROJECT_DIR>/VISUAL_DESIGN.md when a project is known; keep any existing README/design visual-audio section to a short summary, updated only when direction changes. If tags are absent, derive and label 2–3 concept-derived tags from the concept's material, geometry, motion, or atmosphere.

Core rules:

  • Establish one protagonist, one primary danger, and one primary reward before detail.
  • Assign every palette color a gameplay role.
  • Feedback must be legible without UI text: motion, shape, impact, timing, contrast, and sound hooks should carry meaning.
  • Keep the center readable; push noisy texture and secondary motion to the periphery unless the mechanic demands otherwise.
  • Transform familiar template symbols through the game's own visual logic.

Workflow:

  1. Extract mood, material, geometry, and motion from the concept or constraints.
  2. Synthesize one visual phrase for the whole game.
  3. Map mechanics to visual state changes and feedback effects.
  4. Choose a 3-5 color palette with explicit gameplay roles.
  5. Validate protagonist, danger, and reward in one still frame without HUD text.
  6. Only when implementation and probing are in scope, expose stable palette roles and HUD anchors as runtime-readable data shared by drawing and semantic probes. Do not require fixed coordinates for responsive/scene-graph layouts or turn visual-direction-only work into code changes.

When pixel-art generation will follow, include an asset handoff: what remains procedural, what becomes assets, palette constraints, and readability acceptance criteria.

Read references/visual-design-guide.md for pattern tables, checklists, and the anti-generic visual addendum template.

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