# Game Vfx Workflow

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

- Repository: https://github.com/witnesstodark/mr-mak-workspace (642 stars)
- Category: Engineering
- License: MIT
- Last updated: 2026-10-31
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -g -a claude-code -y`
Codex: `npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -g -a codex -y`
Cursor: `npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -g -a cursor -y`
Gemini CLI: `npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -g -a gemini-cli -y`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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](references/implementation.md) 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.

The rest: https://github.com/witnesstodark/mr-mak-workspace/blob/HEAD/.claude/skills/game-vfx-workflow/SKILL.md
