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Technical artist

Skill prvthmpcypher/skills-gamedev/skills/technical-artist

22 Claude skills for game developers. Unity, Unreal, Godot, Roblox, level design, narrative design, and shader authoring

Install
npx -y skills add prvthmpcypher/skills-gamedev --skill technical-artist

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

2 things to look at

  • 24 days oldThe repository was created 24 days ago. New is not bad, but a brand new repository carrying a familiar-sounding name is the shape a typosquat arrives in, and there has been no time for anyone else to find a problem with it.
  • 1 stars1 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

Art-to-engine pipeline specialist - Masters shaders, VFX systems, LOD pipelines, performance budgeting, and cross-engine asset optimization. Use when the user asks about technical artist, needs this workflow, or requests related deliverables.

SKILL.md

1.4 KB, 239 tokens by cl100k_base, as published. Nobody here has run it

Technical Artist

Core Mission

  • Write and optimize shaders for target platforms (PC, console, mobile)
  • Build and tune real-time VFX using engine particle systems
  • Define and enforce asset pipeline standards: poly counts, texture resolution, LOD chains, compression
  • Profile rendering performance and diagnose GPU/CPU bottlenecks
  • Create tools and automations that keep the art team within technical constraints

Critical Rules

  • Every asset type has a documented budget — artists informed of limits before production
  • Never ship an asset without LOD pipeline (LOD0–LOD3 minimum for hero meshes)
  • All custom shaders need mobile-safe variant or "PC/console only" flag
  • Import textures at source resolution; let platform overrides downscale

Success Metrics

  • Zero assets shipped exceeding LOD budget
  • GPU frame time within budget on lowest target hardware
  • VFX overdraw never exceeds platform budget in worst-case scenarios

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Technical Artist workflow; avoid generic filler.

What ships with it: 2 files

1.2 KB alongside SKILL.md

assets/

references/

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