Skills

Game Vfx Workflow

Develop game effects from visual references and motion studies through an engine...

Install

npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -g -a claude-code -y
Category
Engineering
Updated
4d ago
License
MIT
Context cost
Lightabout 832 tokens
Runs scripts
No, instructions only

What it does

Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review. Use for combat, status, environment or object effects.

Game VFX workflow

Start from the effect's gameplay meaning, the actual game camera and an existing capture. Inspect the relevant animation, event and visibility code before promising a trigger. A diagram can propose appearance; only the engine can prove event timing, cleanup and rendering cost.

Establish a reviewable direction

Separate a reference board, proposed motion and implemented effects. Preserve the user's selected direction and revisions. For a vendor preview, record its source and what should be borrowed; viewing it does not supply an asset licence. Use the project's approved provider when new concept art is requested. Do not generate another batch just to turn a chosen direction into a handoff.

Describe the effect in layers: purpose, shape, colour, attachment, timing and intensity. Distinguish a continuous state from a one-shot event. A small contact burst, a spreading death stain and an ongoing damage fire need separate lifecycles. Make attachment space explicit: a hand glow follows a socket, while a released trail stays briefly in world space. Changing an emitter must not teleport old particles.

For an interactive study, expose only useful comparisons: layer isolation, normal/slow playback, scale, ground contrast and the relevant interruption. Label its timings as illustrative when they are not verified animation markers. Keep old versions reachable and use stable option names.

Write the engine contract

Read the lifecycle and review checklist when preparing integration. Record real release/contact markers from the accepted animation or gameplay clock. A projectile owns its travel; confirmed contact owns its impact. A cancelled windup must not schedule a later hit effect.

Read the whole SKILL.md on GitHub

More in Engineering