game-art — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited game-art (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
A working reference for deciding how a game should look and how its art gets made. Treat visual choices as gameplay decisions, not just aesthetics.
Start from the emotion you want the player to feel, then let that point you at a technique.
| If you want the player to feel... | Lean toward | Why |
|---|---|---|
| Nostalgia, retro charm | Pixel art, or vector/flat hand-drawn line work | Limited palettes and chunky pixels signal "classic" instantly |
| Grounded realism, full immersion | PBR 3D (big budget) or hand-painted textures (stylized realism) | Physically based shading sells believability; painted textures fake it cheaper |
| Warmth, easy approachability | Flat/minimalist clean shapes, or soft gradient shading | Simple forms and gentle shadows read as friendly and low-pressure |
| Something nobody has seen | A bespoke style guide | Novelty needs rules written down so a team can reproduce it |
Speed = how fast assets ship. Floor = how skilled an artist must be. Hiring = how easy it is to staff up.
| Technique | Speed | Skill floor | Hiring | Sweet spot |
|---|---|---|---|---|
| Pixel art | Moderate | Moderate | Tough | Indie & throwback titles |
| Vector / flat | Quick | Low | Easy | Mobile, casual |
| Hand-painted | Slow | High | Moderate | Fantasy, stylized worlds |
| PBR 3D | Slow | High | Needs full pipeline | Photoreal projects |
| Low-poly | Quick | Moderate | Easy | Small-team 3D |
| Cel-shaded | Moderate | Moderate | Moderate | Anime / cartoon looks |
Each stage feeds the next. Pick tools per stage; the output is what matters for handoff.
2D flow
3D flow
| Objective | Approach | Fits |
|---|---|---|
| Harmony | Complementary or analogous schemes | Nature, calm exploration |
| Punch | Wide saturation gaps between elements | Fast action |
| Atmosphere | Warm vs. cool temperature shifts | Horror dread, cozy comfort |
| Clarity | Drive contrast with value, not hue | Anything gameplay-critical |
| Principle | How it shows up in play |
|---|---|
| Squash & stretch | Compress on landing, stretch through a jump or hit |
| Anticipation | A wind-up frame before an attack lands |
| Staging | Read the pose from its silhouette alone |
| Follow-through | Cloaks and hair settle after the body stops |
| Slow in / slow out | Ease into and out of motion instead of snapping |
| Arcs | Limbs and projectiles travel curved paths |
| Secondary action | Idle breathing, blinking, a swaying ponytail |
| Timing | Frame count communicates weight and speed |
| Exaggeration | Push poses so they read at gameplay distance |
| Appeal | Designs that stick in memory |
| Move | Frames | Intent |
|---|---|---|
| Idle | 4–8 | Quiet, alive but calm |
| Walk | 6–12 | Smooth and even |
| Run | 4–8 | Punchy, energetic |
| Attack | 3–6 | Fast and snappy |
| Death | 8–16 | Drawn-out, dramatic |
| Platform | Base resolution | Character size |
|---|---|---|
| Mobile | 1080p baseline | 64–128 px |
| Desktop | 1080p up to 4K | 128–256 px |
| Pixel art | 320×180 to 640×360 | 16–32 px |
[type]_[object]_[variant]_[state].[ext]Examples:
spr_player_idle_01.pngtex_stone_wall_normal.pngmesh_tree_oak_lod2.fbxassets/
├── characters/ # player/, enemies/
├── environment/ # props/, tiles/
├── ui/
├── effects/
└── audio/| Pitfall | Do this instead |
|---|---|
| Blending styles ad hoc | Write a style guide and stick to it |
| Only ever working at final resolution | Keep a higher source resolution to work from |
| Ignoring how a shape reads in silhouette | Test legibility at actual gameplay distance |
| Lavishing detail on backgrounds | Concentrate detail where the player looks |
| Never checking color on target hardware | Review on the display you're shipping to |
Art exists to support play. Anything that doesn't help the player understand or feel the game is just decoration.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.