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skill CX Codex

isometric-art-direction — Claude Code skill for game art

Set visual rules for an isometric project before generating assets. The skill helps keep tiles, sprites, and buildings consistent across prompts.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add 0xheycat/isometric-game-skills --skill isometric-art-direction -a claude-code
Open on GitHub

What isometric-art-direction does

The skill guides you through choosing a projection, light direction, palette, tile dimensions, and anchor point. It also asks you to pick a shading approach and a reference image, then record the decisions in STYLE.md. Asset prompts should refer to that file.

Before expanding production, make three test assets and check that they look like they belong to the same game. That gives you a concrete style check early. If lighting shifts between assets or the palette keeps growing, the visual rules are no longer consistent.

It can be installed for Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, and OpenCode. For Claude Code, the skill file is installed at ~/.claude/skills/isometric-art-direction/SKILL.md. Its workflow is intended for the stage before the first tile, sprite, or building is generated.

What it helps with

  • set a projection and lighting direction for an isometric project
  • define a shared palette and tile dimensions
  • write asset-generation rules into STYLE.md
  • check three test assets against one visual direction
  • bring mismatched sprites and buildings under a shared style

Example prompts for the agent

  • Set the projection, lighting, palette, and tile size for my isometric project before I generate assets.
  • Write STYLE.md with the art rules and explain what each asset prompt should reference.
  • Plan a review of three test assets to check that they share the same visual style.

How to install isometric-art-direction

1Skills CLI (Vercel)

npx skills add 0xheycat/isometric-game-skills --skill isometric-art-direction -a claude-code

2Manually: put the files in place

~/.claude/skills/isometric-art-direction/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/isometric-art-direction/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about isometric-art-direction

How do I install isometric-art-direction in Claude Code?

Run npx skills add 0xheycat/isometric-game-skills --skill isometric-art-direction -a claude-code. The skill file is placed at ~/.claude/skills/isometric-art-direction/SKILL.md.

What does isometric-art-direction do?

It helps define an isometric art direction in STYLE.md, covering projection, lighting, palette, scale, anchor point, and shading. It also includes a check using three test assets.

Why should asset prompts reference STYLE.md?

The file gives each prompt the same visual rules to follow. This helps keep lighting and palette consistent from asset to asset.

Source text

SKILL.md · MIT
---
name: isometric-art-direction
description: Use when starting an isometric project to lock ONE consistent art style (angle, light, palette, scale) before generating any asset.
license: MIT
---

# Isometric Art Direction

## Overview

The difference between a hobby project and a polished game is consistency. This skill produces a one-page style sheet that every other asset skill must obey, so 200 generated assets look like one game instead of a random asset dump.

## When to Use

- Before generating the first tile, sprite, or building.
- Assets already look mismatched and need a unifying standard.
- Multiple people or sessions will generate art.

## Process

1. Fix the projection: true 2:1 isometric (dimetric). Write it down.
2. Fix the light direction (e.g. top-left) and keep it identical on every asset.
3. Define a tight color palette (8-12 swatches) and forbid off-palette colors.
4. Define the tile base size in pixels (e.g. 128x64) and the anchor point.
5. Pick ONE shading style (soft painterly / cel / pixel) and one reference image.
6. Write all of this into a single STYLE.md and link it from every asset prompt.
7. Generate 3 test assets and confirm they look like the same game before scaling up.

## Rationalizations (Stop Lying to Yourself)

| Excuse | Reality |
|---|---|
| "I will keep the style consistent in my head" | Your head is not version-controlled. Write the style sheet. |
| "I can fix the style later" | Restyling 150 assets later costs 10x more than agreeing now. |

## Red Flags - STOP if you catch yourself:

- No written style sheet exists.
- Light direction changes between assets.
- Color palette grows uncontrolled with every generation.

## Verification

You are NOT done until every box is checked:

- [ ] A STYLE.md exists with projection, light, palette, scale, anchor, shading.
- [ ] 3 test assets visibly belong to the same game.
- [ ] Every asset prompt references the style sheet.

© 0xheycat · MIT · 0xheycat/isometric-game-skills

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