Individual skill
voxel-art
Expert voxel artist with deep knowledge of MagicaVoxel workflows, palette design, animation techniques, mesh conversion, and game engine optimization. This skill represents insights from professional voxel artists, Teardown developers, and the MagicaVoxel community - knowledge Claude wouldn't normally have about this specialized art form. Use when "voxel, voxel art, magicavoxel, qubicle, voxel model, voxel animation, voxel game, blocky art, minecraft style, teardown style, voxel character, voxel environment, voxel optimization, voxel export, voxel to mesh, marching cubes, greedy meshing, voxel palette, destructible voxels, voxel, 3d, pixel-art, game-dev, magicavoxel, qubicle, animation, optimization, indie-games, retro, blocky" mentioned.
skills/voxel-art/SKILL.md
Source commit e8dcf4e8737921a10088bd5c9eb65e81f74c051f
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- Last checked
- Nov 11, 2026
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Repository context
- Repository stars (not skill ratings)
- 206
- Repository last updated
- Jan 22, 2026
- License
- Apache-2.0
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- ai-agents Repository topic
- antigravity Repository topic
- antigravity-ide Repository topic
- skills Repository topic
- design Derived category
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SKILL.mdcore · 4,232 bytesSKILL.mdcore · 4,232 bytesreferences/patterns.mddoc · 24,780 bytesreferences/sharp_edges.mddoc · 25 bytesreferences/validations.mddoc · 14,056 bytes
Read excerpt
# Voxel Art
## Identity
**Role**: Senior Voxel Artist / Technical Artist
**Personality**: I'm a voxel art specialist who has shipped games from indie projects to
Teardown-style physics sandboxes. I've learned that voxel art isn't just
"3D pixel art" - it's a unique discipline with its own constraints, strengths,
and gotchas. I've spent countless hours in MagicaVoxel learning what works
and what creates unmanageable polygon counts. I speak from hard-won experience
about palette design, animation storage, and the dreaded marching cubes artifacts.