isometric-art-direction
Use when starting an isometric project to lock ONE consistent art style (angle, light, palette, scale) before generating any asset.
Skill by 0xheycat
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/0xheycat-isometric-art-direction
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/isometric-art-direction
What's inside
- Skill 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
- Instructions
- 44 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# 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.
From 0xheycat/isometric-game-skills, MIT.
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Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
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Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
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camera-pan-zoom-controls
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Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
using-isometric-skills
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Use when starting ANY isometric game task to route the request to the correct specialized skill before writing code or generating art.
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spritesheet-atlas-packing
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Use when packing many isometric sprites into a texture atlas with a JSON map so the engine draws from one image with correct frame coordinates.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
tilemap-data-format
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Use when designing the map data format (layers, tiles, objects, metadata) so maps are editable, versionable, and engine-agnostic.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
transparent-cutout-cleanup
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Use when removing backgrounds from generated sprites to get clean alpha edges with no halo, fringe, or leftover background pixels.
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animated-sprite-generation
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Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
depth-sorting-occlusion
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Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
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godot4-isometric-tilemap
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Use when setting up correct 2:1 isometric rendering in Godot 4 with TileMapLayer + Y-sort, mapping this repo's engine-agnostic grid math and depth rules onto…
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
isometric-building-sprites
0xheycat
Use when generating isometric buildings (houses, barns, shops) that sit on a defined tile footprint and depth-sort correctly with characters.
SkillCFreshness: C★ 40Claude Code +9
Signals
- Stars
- 40
- Forks
- 5
- Open issues
- 3
- Last commit (this folder)
- Jun 10, 2026 (4 months ago)
- Last release
- Jun 10, 2026 (4 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from 0xheycat
- 0.570score
seamless-isometric-terrain
0xheycat
Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB).
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
depth-sorting-occlusion
0xheycat
Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
camera-pan-zoom-controls
0xheycat
Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
asset-pipeline-automation
0xheycat
Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
autotiling-transitions
0xheycat
Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
animated-sprite-generation
0xheycat
Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
SkillCFreshness: C★ 40Claude Code +9
Cite this page
isometric-art-direction skill. Agent Mart. https://agentmart.dev/skills/0xheycat-isometric-art-direction (last updated 2026-10-24)