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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

IndexedMIT★ 40
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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

Use when starting an isometric project to lock ONE consistent art style (angle, light, palette, scale) before generating any asset.

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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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.

More from 0xheycat/isometric-game-skills

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

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Cite this page

isometric-art-direction skill. Agent Mart. https://agentmart.dev/skills/0xheycat-isometric-art-direction (last updated 2026-10-24)