toxiclands-art-direction
Maintains the artistic direction and visual identity for the ToxicLands game project.
Install
mkdir -p .claude/skills/toxiclands-art-direction && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/12933" && unzip -o skill.zip -d .claude/skills/toxiclands-art-direction && rm skill.zipInstalls to .claude/skills/toxiclands-art-direction
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
Use when creating, reviewing, or implementing visual decisions for ToxicLands. Applies to pixel art, palettes, sprites, environments, UI visuals, silhouettes, atmosphere, lighting, and visual consistency.Key capabilities
- →Preserve the 16-bit dark rural biopunk horror aesthetic
- →Validate pixel art style against visual pillars
- →Check color palettes for adherence to rules
- →Maintain visual consistency across assets
- →Apply horror atmosphere rules to environments
- →Ensure Saimon stands out without looking heroic
How it works
The skill applies a set of visual pillars, palette rules, and character-specific guidelines to evaluate visual assets and ensure consistency with the game's aesthetic.
Inputs & outputs
When to use toxiclands-art-direction
- →Validate pixel art style
- →Check color palettes
- →Maintain visual consistency
- →Apply horror atmosphere rules
About this skill
ToxicLands Art Direction Skill
Purpose
Preserve the visual identity of ToxicLands.
ToxicLands is:
16-bit dark rural biopunk horror.
The world must feel:
- wet;
- dark;
- toxic;
- rural;
- organic;
- uncomfortable;
- alive.
Source of Truth
Before visual work, read:
AGENTS.mddocs/03_ART_BIBLE.mddocs/08_MVP_SCOPE.mddocs/10_ACTIVE_TASK.md
If lore context matters, also read:
docs/01_LORE_BIBLE.md
Visual Pillars
1. Dark Rural Horror
Use:
- farms;
- mud;
- rain;
- rotting wood;
- rusted metal;
- old rural infrastructure.
Avoid:
- clean sci-fi;
- generic cyberpunk;
- bright fantasy;
- polished futuristic technology.
2. Biopunk Decay
Everything should suggest fusion between:
- flesh;
- roots;
- metal;
- machines;
- fungi;
- filters;
- agriculture.
3. Low-Detail Pixel Art
Prioritize:
- readability;
- strong silhouettes;
- limited colors;
- few frames;
- clean movement.
Avoid:
- overdetailing;
- noisy textures;
- cluttered backgrounds;
- excessive particles.
Palette Rules
Main world colors:
- mud brown;
- rust red;
- dark forest green;
- wet black;
- rotten yellow;
- deep purple;
- toxic green;
- fluorescent cyan.
Contrast rule:
90% dark, dirty, muted colors.
10% toxic glow.
Toxic glow must be sparse and meaningful.
Saimon Visual Rules
Saimon must stand out from NPCs without looking heroic.
Required identity:
- purple shirt;
- yellowed cloak;
- beak mask;
- dark pants;
- simple silhouette;
- minimal green filter glow.
Saimon should feel:
- ordinary;
- tired;
- human;
- persistent.
Never make Saimon look like:
- a superhero;
- a cyberpunk assassin;
- a knight;
- a chosen warrior;
- a heavily armored soldier.
NPC Visual Rules
NPCs should:
- wear masks;
- use muted colors;
- look practical;
- look exhausted;
- vary in clothing and silhouette;
- remain less visually iconic than Saimon.
Avoid making all NPCs identical.
Environment Rules
Every environment should communicate:
- moisture;
- contamination;
- decay;
- biological takeover.
Use:
- dark soil;
- toxic puddles;
- organic growths;
- rust;
- wet wood;
- roots;
- fog;
- rain.
Preserve gameplay readability.
Flora Rules
Mutant flora should look:
- alive;
- invasive;
- territorial;
- slightly intelligent;
- wet;
- dangerous.
Avoid generic fantasy plants.
Machine Rules
Machines should look:
- rusted;
- organic;
- painful;
- functional but decayed;
- half-industrial, half-living.
Avoid clean robots.
UI Visual Rules
UI should be:
- minimal;
- readable;
- integrated with survival tone;
- not too decorative.
Use UI sparingly.
Validation Checklist
Before approving visual changes, check:
- Does it look like ToxicLands?
- Is it readable in motion?
- Is it low-detail enough?
- Does Saimon stand out?
- Is toxic glow controlled?
- Does it avoid generic cyberpunk?
- Does it preserve atmosphere?
Response Format After Work
When finished, summarize:
- visual files changed;
- palette decisions;
- consistency with Art Bible;
- readability concerns;
- what was intentionally avoided.
When not to use it
- →When creating clean sci-fi visuals
- →When designing generic cyberpunk aesthetics
- →When working on bright fantasy art
Limitations
- →The skill avoids overdetailing and noisy textures
- →The skill avoids generic fantasy plants
- →The skill avoids clean robots
How it compares
This workflow enforces a specific 16-bit dark rural biopunk horror aesthetic with detailed rules for colors, characters, and environments, providing a focused art direction unlike general art reviews.
Compared to similar skills
toxiclands-art-direction side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| toxiclands-art-direction (this skill) | 0 | 3mo | No flags | Intermediate |
| theme-factory | 61 | 3mo | No flags | Beginner |
| brand-guidelines | 9 | 3mo | No flags | Beginner |
| canvas-design | 26 | 3mo | No flags | Advanced |
Try saying
Example prompts that trigger this skill in your AI assistant.
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