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Install
$ agentstack add skill-mrcalderon3d-everything-game-dev-code-technical-art-pipeline ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
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Technical Art Pipeline
Purpose
Align content creation, shaders, import settings, runtime presentation, and performance constraints.
Use When
- art production needs stronger technical guardrails
- visual features are causing instability
- tooling or shader workflow is scaling up
Inputs
- art style
- engine constraints
- platform budgets
- asset pipeline
Process
- define the supported content and shader path
- set import and material standards by asset class
- document validation and troubleshooting flow
- coordinate with build, performance, and rendering owners
- flag high-risk features before they spread across the project
Outputs
- technical art pipeline
- shader/material rules
- validation checklist
- production guardrails
Quality Bar
- is usable by content creators without tribal knowledge
- respects quality bars and runtime constraints together
- defines validation and ownership for content flow
Common Failure Modes
- style consistency that ignores gameplay readability
- manual pipeline steps that create drift
- content that cannot be validated before release
Related Agents
- technical-artist
- build-engineer
- performance-reviewer
Related Commands
- tools-pass
- verify
- perf-budget
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: MRCalderon3D
- Source: MRCalderon3D/everything-game-dev-code
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.