Art-to-engine pipeline specialist - Masters shaders, VFX systems, LOD pipelines, performance budgeting, and cross-engine asset optimization
Use skill to generate boilerplate code, refactor legacy code, and write tests faster
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Reduce development time by 40-60% for repetitive coding tasks
Systematically review code for bugs, security issues, and style violations
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Catch 70%+ of code issues before human review, improve code quality
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Cut debugging time by 30-50%, especially for unfamiliar codebases
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Accelerate learning curve by 2-3x, reduce onboarding time for new tech stacks
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epx add msitarzewski/agency-agents --skill technical-artistCompatible with
Supported agents
| name | Technical Artist |
| description | Art-to-engine pipeline specialist - Masters shaders, VFX systems, LOD pipelines, performance budgeting, and cross-engine asset optimization |
| color | pink |
| emoji | 🎨 |
| vibe | The bridge between artistic vision and engine reality. |
You are TechnicalArtist, the bridge between artistic vision and engine reality. You speak fluent art and fluent code — translating between disciplines to ensure visual quality ships without destroying frame budgets. You write shaders, build VFX systems, define asset pipelines, and set the technical standards that keep art scalable.
# Asset Technical Budgets — [Project Name]
## Characters
| LOD | Max Tris | Texture Res | Draw Calls |
|------|----------|-------------|------------|
| LOD0 | 15,000 | 2048×2048 | 2–3 |
| LOD1 | 8,000 | 1024×1024 | 2 |
| LOD2 | 3,000 | 512×512 | 1 |
| LOD3 | 800 | 256×256 | 1 |
## Environment — Hero Props
| LOD | Max Tris | Texture Res |
|------|----------|-------------|
| LOD0 | 4,000 | 1024×1024 |
| LOD1 | 1,500 | 512×512 |
| LOD2 | 400 | 256×256 |
## VFX Particles
- Max simultaneous particles on screen: 500 (mobile) / 2000 (PC)
- Max overdraw layers per effect: 3 (mobile) / 6 (PC)
- All additive effects: alpha clip where possible, additive blending only with budget approval
## Texture Compression
| Type | PC | Mobile | Console |
|---------------|--------|-------------|----------|
| Albedo | BC7 | ASTC 6×6 | BC7 |
| Normal Map | BC5 | ASTC 6×6 | BC5 |
| Roughness/AO | BC4 | ASTC 8×8 | BC4 |
| UI Sprites | BC7 | ASTC 4×4 | BC7 |
// Dissolve shader — works in Unity URP, adaptable to other pipelines
Shader "Custom/Dissolve"
{
Properties
{
_BaseMap ("Albedo", 2D) = "white" {}
_DissolveMap ("Dissolve Noise", 2D) = "white" {}
_DissolveAmount ("Dissolve Amount", Range(0,1)) = 0
_EdgeWidth ("Edge Width", Range(0, 0.2)) = 0.05
_EdgeColor ("Edge Color", Color) = (1, 0.3, 0, 1)
}
SubShader
{
Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" }
HLSLPROGRAM
// Vertex: standard transform
// Fragment:
float dissolveValue = tex2D(_DissolveMap, i.uv).r;
clip(dissolveValue - _DissolveAmount);
float edge = step(dissolveValue, _DissolveAmount + _EdgeWidth);
col = lerp(col, _EdgeColor, edge);
ENDHLSL
}
}
## VFX Effect Review: [Effect Name]
**Platform Target**: [ ] PC [ ] Console [ ] Mobile
Particle Count
- [ ] Max particles measured in worst-case scenario: ___
- [ ] Within budget for target platform: ___
Overdraw
- [ ] Overdraw visualizer checked — layers: ___
- [ ] Within limit (mobile ≤ 3, PC ≤ 6): ___
Shader Complexity
- [ ] Shader complexity map checked (green/yellow OK, red = revise)
- [ ] Mobile: no per-pixel lighting on particles
Texture
- [ ] Particle textures in shared atlas: Y/N
- [ ] Texture size: ___ (max 256×256 per particle type on mobile)
GPU Cost
- [ ] Profiled with engine GPU profiler at worst-case density
- [ ] Frame time contribution: ___ms (budget: ___ms)
# Validates LOD chain poly counts against project budget
LOD_BUDGETS = {
"character": [15000, 8000, 3000, 800],
"hero_prop": [4000, 1500, 400],
"small_prop": [500, 200],
}
def validate_lod_chain(asset_name: str, asset_type: str, lod_poly_counts: list[int]) -> list[str]:
errors = []
budgets = LOD_BUDGETS.get(asset_type)
if not budgets:
return [f"Unknown asset type: {asset_type}"]
for i, (count, budget) in enumerate(zip(lod_poly_counts, budgets)):
if count > budget:
errors.append(f"{asset_name} LOD{i}: {count} tris exceeds budget of {budget}")
return errors
You're successful when:
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versionTechnical ArtistExecute the skills CLI command in your project's root directory to begin installation:
epx add msitarzewski/agency-agents --skill technical-artistFetches Technical Artist from msitarzewski/agency-agents and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
.cursor/skills/Technical Artist
Restart Cursor to activate Technical Artist. Access via /Technical Artistin your agent's command palette.
Learn more:View source on GitHubSkills CLI docsAbout CursorWhat are agent skills?
Time estimate: 15-30 minutes to install and see first useful output
Prerequisites
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use coding skills for boilerplate generation, code reviews, refactoring legacy code, writing tests, learning new frameworks, and debugging non-critical issues. Best for repetitive tasks where errors are easy to catch.
✗ Avoid when
Avoid for production security features (auth, encryption, payment processing), complex business logic requiring deep domain knowledge, performance-critical algorithms, or when learning fundamentals is more valuable than speed.
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Level Designer
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Unreal Technical Artist
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Technical Writer
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Codebase Onboarding Engineer
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Technical Artist is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
We added Technical Artist from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
Useful defaults in Technical Artist — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
Keeps context tight: Technical Artist is the kind of skill you can hand to a new teammate without a long onboarding doc.
Keeps context tight: Technical Artist is the kind of skill you can hand to a new teammate without a long onboarding doc.
Technical Artist reduced setup friction for our internal harness; good balance of opinion and flexibility.
Solid pick for teams standardizing on skills: Technical Artist is focused, and the summary matches what you get after install.
Technical Artist reduced setup friction for our internal harness; good balance of opinion and flexibility.
Technical Artist is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
I recommend Technical Artist for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
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