TO

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.zip

Installs 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.
204 chars✓ has a “when” trigger
Intermediate

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

You give it
visual assets or design decisions for ToxicLands
You get back
validation feedback on adherence to art direction guidelines

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.md
  • docs/03_ART_BIBLE.md
  • docs/08_MVP_SCOPE.md
  • docs/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:

  1. visual files changed;
  2. palette decisions;
  3. consistency with Art Bible;
  4. readability concerns;
  5. 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.

SkillInstallsUpdatedSafetyDifficulty
toxiclands-art-direction (this skill)03moNo flagsIntermediate
theme-factory613moNo flagsBeginner
brand-guidelines93moNo flagsBeginner
canvas-design263moNo flagsAdvanced

Try saying

Example prompts that trigger this skill in your AI assistant.

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