Imported from zyx1121/jurassic-park (
.github/skills/jurassic-art-direction/SKILL.md). Install upstream withnpx skills add zyx1121/jurassic-park --skill jurassic-art-direction. Copyright stays with the author.
name: jurassic-art-direction description: Use when designing, importing, placing, or reviewing art for Jurassic Park: pixelated realistic assets, oppressive jungle density, modular facilities, shoreline rendering, and player visibility.
Jurassic Park art direction
Read docs/ART_DIRECTION.md, CREDITS.md, and CLAUDE.md before changing art.
Use the official Unity plugin's rendering and unity-cli skills for implementation.
Visual contract
- Pixelate realistic material detail and silhouettes. Aim for an uncanny year-2000 game made with modern lighting, not cute low-poly art.
- Keep the shared palette, point sampling, uncompressed textures and no mipmaps. Source density is 64 PPU; authored facility framing cells have explicit world dimensions rather than an assumed one-pixel-to-world scale.
- Keep tall varied trees, separate boulder/rock/stone tiers and layered clutter. Boulders are scenery; small resource stones remain gatherable.
- Preserve the approved bloom and vignette. Maintain cold shadows, persistent fog and warm firelight without making the playable area unreadable.
- Keep the survivor visible with the existing soft player-centered see-through mask. Do not instantly hide whole trees or facility pieces.
Placement and integration
- Change builders and ScriptableObject defaults, then regenerate through the official Unity CLI. Never hand-edit generated scene, prefab or asset YAML.
- Facility sprites need separate collider proxies for doors, legs and service lanes. A large sprite does not imply one large solid box.
- Boat parts must sit on reachable ground outside solid proxies. Keep all five routes reachable from the dry beach spawn.
- Keep the dock deck level and walkable; ground other facility pieces at their own world positions. Orient the dock toward the sea.
- Keep animated water point-filtered and repeating, with a stepped depth ramp and shoreline foam. Enable the camera depth texture.
- Build the facility library and sea material before regenerating scenes. Persist generated TerrainData and NavMeshData through the existing LFS-backed asset helpers.
Delivery
Inspect the settled beach spawn, camp, facility routes and shoreline in play, not just asset contact sheets or an immediate pre-camera-settle frame. Check day and night water, occlusion transitions, and the actual macOS player. Run the existing relevant tests and build commands; retain existing user work. Attribute asset provenance accurately: current v2 art is project-generated, not Poly Haven photogrammetry. Do not add a new asset without license evidence.