unity-graphics
Unity Graphics (Casual iOS)
Own the render/visual pass for casual iOS games in Unity. Convert flat, primitive-looking screenshots into an intentional, stylized, performance-safe look that still hits 60fps on phones.
The AAA visual bar (don't ship flat)
A premium look requires three things, and missing any one reads as amateur ("MS Paint"):
- Real textured surfaces, not flat fills. Solid-color ground/background and procedural blobs are placeholders, not a look.
- Cohesive generated art across all primary surfaces — ground, backdrop, hero props, and UI share one art direction.
- A properly LIT and composed scene. A scene of raw sprites/meshes on a solid color stays flat until it is lit + composed.
Division of labor: art direction, per-surface asset sourcing, and the visual scorecard are owned by unity-aaa-graphics (the sibling skill that decides what art to generate and gates the result). This skill provides the render-pipeline mechanics — URP, lighting, materials, post — that you MUST actually apply on top of that art. Generating real art is necessary but not sufficient: raw assets dropped on a solid color still look flat until this skill's lighting + composition pass runs.
Amateur anti-patterns to refuse:
- Flat solid-color ground or background (use a textured surface + designed backdrop/gradient).
- Procedural SDF blobs standing in for primary surfaces or hero props (procedural is a fallback skin and for UI shapes — see below — not a substitute for real art).
- No lighting and no shadows — an unlit scene reads flat regardless of asset quality.
- A hard-oval vignette used as the only "lighting." Vignette is mood trim, not light.