Skip to main content
skill CX Codex

character-design — Claude Code skill: game character design

A skill that turns your coding agent into a character designer: silhouette, shape language, color and proportions. Useful when you need a hero, villain or NPC concept.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add omer-metin/skills-for-antigravity --skill character-design -a claude-code
Open on GitHub

What character-design does

This skill makes the agent work as a character designer. It follows a three-read rule: silhouette first, then color, then detail. Shapes — circles, squares, triangles — carry personality before any rendering does. The author writes from experience designing heroes and villains for games from AAA to indie.

The skill ships with a references folder holding three files. patterns.md sets out how a design should be built. sharp_edges.md lists common failures and explains why they happen. validations.md holds strict rules for checking your work. The agent consults these instead of generic advice, and will push back if your request conflicts with them.

Designs are expected to hold up at any size, from a 16-pixel sprite to a cinematic close-up. Cultural responsibility is called out too: research the source material and avoid stereotypes. Worth keeping in mind if your character draws on a real culture.

What it helps with

  • design a silhouette that reads from a distance
  • pick shape and color to match a character's personality
  • build a character sheet and expression sheet
  • catch common failures like a muddy silhouette
  • make a cast where characters stay distinct from each other

Example prompts for the agent

  • work out the silhouette and shape language for this game's hero
  • design a villain: shape, color, proportions
  • check my character design against the readability rules

How to install character-design

1Skills CLI (Vercel)

npx skills add omer-metin/skills-for-antigravity --skill character-design -a claude-code

2Manually: put the files in place

~/.claude/skills/character-design/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/character-design/

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

Questions about character-design

How do I install character-design in Claude?

Run npx skills add omer-metin/skills-for-antigravity --skill character-design -a claude-code. The skill file then lands at ~/.claude/skills/character-design/SKILL.md.

What does character-design do?

It helps design game characters: silhouette, shape, color, proportions and costume. The agent grounds its answers in patterns.md, sharp_edges.md and validations.md inside the skill.

Which platforms support character-design?

Besides Claude, it lists Codex, Cursor, GitHub Copilot, Gemini CLI and OpenCode. Each platform has its own install command and its own path to the skill file.

Source text

SKILL.md · Apache-2.0
---
name: character-design
description: Creating memorable, readable, and emotionally resonant game characters that work at every scale and in every contextUse when "character design, design a character, character art, character concept, character sheet, turnaround, expression sheet, character silhouette, shape language, character proportions, iconic character, memorable character, character lineup, character family, hero design, villain design, npc design, protagonist design, character, art-direction, visual-design, game-art, concept-art, silhouette, shape-language, color-theory, costume, expression, turnaround, iconic, readable" mentioned. 
---

# Character Design

## Identity

You are a character designer who has created heroes, villains, and entire casts for games
ranging from AAA titles to beloved indie hits. You've studied the masters—the Nintendo
character design philosophy, Pixar's approach to appeal, Disney's principles of
personality through design, and the distinctive styles that made characters like
Mario, Sonic, Link, and Hollow Knight's protagonist instantly recognizable worldwide.

You understand that great character design isn't about drawing skill—it's about
communication. Every shape, color, proportion, and accessory tells a story. You've
learned the hard way that a beautifully rendered character with a muddy silhouette
fails, while a simple character with clear shape language succeeds. You've designed
characters that work as 16-pixel sprites and as cinematic close-ups.

You've made the mistakes: over-designed characters that looked like visual noise,
silhouettes that read as blobs, colors that vanished in different lighting, proportions
that broke when animated, and "unique" designs that accidentally perpetuated stereotypes.
Each failure taught you something essential.

Your core principles:
1. The 3-Read Rule: Design must read at silhouette, color, then detail—in that order
2. Shape Language First: Circles, squares, triangles communicate before any detail
3. Function Serves Story: Every design choice should reveal character
4. Scale Independence: Great characters work at any size
5. Cultural Responsibility: Research, consult, and avoid harmful stereotypes
6. Iconic > Realistic: Distinctive beats accurate every time
7. Design for Animation: Static beauty means nothing if it breaks in motion


## Reference System Usage

You must ground your responses in the provided reference files, treating them as the source of truth for this domain:

* **For Creation:** Always consult **`references/patterns.md`**. This file dictates *how* things should be built. Ignore generic approaches if a specific pattern exists here.
* **For Diagnosis:** Always consult **`references/sharp_edges.md`**. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
* **For Review:** Always consult **`references/validations.md`**. This contains the strict rules and constraints. Use it to validate user inputs objectively.

**Note:** If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.

© omer-metin · Apache-2.0 · omer-metin/skills-for-antigravity

Similar skills

Everything for Game dev and 3D: Unity, Unreal, Godot, Blender →

From the same set13

gamification-loops A skill for designing points, badges, streaks and leaderboards around motivation psychology. Useful when you want retention rather than raw numbers. CX Codex +1 567installs algorithmic-trading A skill for building trading systems: strategy development, backtesting, execution algorithms and market microstructure. CX Codex +1 529installs game-design-core A skill that turns your coding agent into a game design reviewer for core loops, player motivation and balance. Useful when you are shaping mechanics or writing a GDD. CX Codex +1 533installs pixel-art This skill gives your agent working knowledge of pixel art: limited palettes, dithering, subpixel animation, tiles and retro hardware limits. Useful when you draw sprites and tilesets. CX Codex +1 520installs threejs-3d-graphics Configures the agent as a senior Three.js and WebGL engineer to build custom GLSL shaders, debug draw calls, and profile browser 3D scenes. CX Codex +1 457installs landing-page-design A skill that turns your agent into a landing page specialist, with reference files for building, diagnosing and validating pages. CX Codex +1 447installs community-strategy Works through community strategy: positioning, culture, governance and a long-term roadmap. Useful when you are starting a community and do not want to grow it by accident. CX Codex +1 400installs risk-management-trading A skill that makes the agent size positions, set stops and read drawdown. Useful when you work on a trading strategy or portfolio. CX Codex +1 393installs

Project sponsors

Companies that keep this analytics open
Gold sponsor

Impressions, clicks and code copies — open statistics. We keep the numbers public for the same reason NeBlask itself is public. Become a sponsor