← ClaudeAtlas

artlisted

Make procedural isometric art that reads as designed rather than as programmer output — buildings, trees, towers, terrain shading, palettes, day and night. Use when drawing a building, sprite, tree, tower or any object in an isometric game, when the art looks flat, gray, muddy, toy-like or like placeholder blocks, when choosing colors or a palette, when adding a day/night cycle, or when the frame time climbs at dusk.
C-Aniruddh/lattice · ★ 37 · AI & Automation · score 74
Install: claude install-skill C-Aniruddh/lattice
# Art Every solid in this kit is described by **one color** and a footprint; the three faces are derived. There is no `leftColor`, because offering one is offering you a way to break the look. Six rules make procedural art read as designed. They are cheap and they are not optional — a render that skips them still produces a picture, and the picture looks like a placeholder. | | | |---|---| | **silhouette first** | a shape you can recognize as a black cutout at thumbnail size. If it needs its detail to be legible, it is the wrong shape | | **detail at three scales** | a mass, a feature on the mass, and something small enough to only just resolve. Two scales reads as a toy | | **setback massing** | stack narrower volumes as they rise. A single extruded box is the shape every naive isometric demo has | | **window rhythm** | repeat with a break — three, three, gap, three. Even spacing reads as a spreadsheet | | **cool shadows, warm highlights** | this is what separates a stylized render from a gray lerp. `shade` does it for you; do not replace it with a multiply | | **something moves on everything** | every building gets an `animate` hook. A static frame reads as a screenshot of a game | --- ## The slots, and which of them are fills `createPalette(BASE_SLOTS)` names ten colors. **It is not a menu of ten interchangeable ones.** Two are not fills at all, three do not obey nightfall, and picking one of those for a roof gives you a building that compiles, passes every test, and