Gsp procedural art direction
Skill mike007jd/game-superpowers/skills/gsp-procedural-art-direction
Skills-first game development superpowers for Claude Code and Codex: build, audit, polish, and productionize game projects with reusable Agent Skills.
npx -y skills add mike007jd/game-superpowers --skill gsp-procedural-art-directionAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 5 stars5 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
Use when procedural visual identity, shaders, particles, SVG systems, or UI recipes are part of the game deliverable.
SKILL.md
1.0 KB, as published. Nobody here has run it
Game Procedural Art Direction
Goal
Make the build visually intentional through programmable systems.
Use when
- the user explicitly wants procedural art
- the game needs a stronger visual identity to meet the quality target
- the result currently works but looks generic or underdesigned
Rules
- Treat requested visual style as part of the product, not optional fluff.
- Prefer reusable visual recipes over one-off hacks.
- Protect readability while adding style.
- For polished prototypes, visual direction belongs in scope now, not “later someday.”
Outputs
Follow the gsp-orchestrator output strategy:
- inline (default): present visual direction decisions in conversation.
- minimal or full: update
docs/game-studio/spec.mdordocs/game-studio/ux-flow.mdif visual rules or UI behavior change materially.