unity-art-direction
Installation
SKILL.md
Unity art direction
Produce an art-directed game, not a folder of individually attractive AI assets. Every generated asset is a member of one visual language, defined once in art-spec.yaml and obeyed by every image, mesh, material, VFX, UI element, and screenshot.
AAA quality means a coherent hierarchy, strong silhouettes, controlled materials, polished lighting, readable gameplay, and deliberate composition. It does NOT mean ultra-dense meshes, photoreal textures, or expensive post. A solo iOS team hits "premium" through coherence and discipline, not scope.
This skill is the system: the locked spec, the style-preset catalog, the mobile budgets, and the production discipline. It complements the other art skills:
unity-art-direction(here) — theart-spec.yamlSSOT, style presets, budgets, the golden-asset/family pipeline, quality gates.unity-asset-designer— the on-model reference/turnaround/icon sheets craft that this pipeline's "approved multi-view" step calls for.unity-aaa-graphics— per-surface "generate everything" sourcing, the AAA prompt library/genre kits, and the visual scorecard that fails amateur scenes.unity-asset-pipeline— the hard gate from generated source art to approved runtime prefabs: asset contracts, import QA, prefab factory, BeautyCell screenshots, and the approved-asset registry.unity-scene-composition— the screen-space composition contract: camera profile, layers, focal path, density, color zoning, occlusion, and screenshot acceptance.unity-graphics— the URP render lock (lighting/material/post) that produces the final on-device look.