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@3727d02

Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.

Use this Skill: https://skilld.dev/gh/gamedev-skills/awesome-gamedev-agent-skills/create-game-assets

This session only. Nothing lands on disk.

referencesraster-pipeline.md

≈978 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Raster, sprite, tile, background, and UI pipeline

Use this reference for production 2D art and raster textures. Generated output is source material; dimensions, grids, alpha, anchors, and import settings remain deterministic engineering concerns.

Sprites and animation

  1. Approve one idle/neutral seed at the final view and approximate game scale.
  2. Lock canvas size, baseline/ground point, facing, palette, outline, proportions, and costume.
  3. For a short animation, request the whole action as one strip or sheet referenced to the seed. Independent frame requests drift more. Treat the returned grid as a candidate, not exact data.
  4. Slice and normalize frames with one shared scale and one shared anchor—usually bottom-center.
  5. If frame 1 must equal a shipped idle pose, restore the exact seed after slicing.
  6. Preview as a contact sheet and in motion. Check volume, foot sliding, silhouette, and cadence.

For true pixel art, enforce a real pixel grid after generation. Remove blended pseudo-pixels, single-pixel noise, excess colors, banding, and inconsistent clusters. Resize only with nearest-neighbor unless a deliberate preprocessing pass says otherwise.

Tiles and repeatable textures

  • Define tile dimensions and neighbor rules before creating art.
  • Produce a base, transitions, corners, isolated pieces, and decoration as one visual family.
  • Keep gameplay edges and collision meaning legible; decorative shadows must not imply false walls.
  • Test seamless materials in a 3×3 repeat at full size and at minified camera scale.
  • Inspect terrain combinations in the engine's autotile/terrain system, not only in a sheet.
  • Keep padding/extrusion compatible with the engine/atlas tool to prevent texture bleeding.

Backgrounds and parallax

  • Split sky, far, mid, near, and foreground layers according to intended parallax speed.
  • Avoid unique landmarks near horizontal seams when layers must scroll/repeat.
  • Preserve a low-contrast playfield behind characters and projectiles.
  • Keep focal detail away from HUD safe areas and critical navigation silhouettes.
  • Export layers independently with overlap so camera movement cannot expose gaps.

UI art and icons

  • Keep labels, numbers, dynamic copy, focus state, and accessibility text code-native.
  • Generate or draw ornament, frames, portraits, and texture—not rasterized functional text.
  • Prefer one established icon family. Simple geometric symbols should usually be SVG/vector.
  • Provide normal, hover/focus, pressed, disabled, selected, and warning states when art changes.
  • Design scalable panels as 9-slice/nine-patch assets; verify corners and borders at several sizes.

Import checkpoints

Godot 4.7: choose nearest filtering for crisp pixel art; use mipmaps when non-pixel textures shrink substantially; set repeat only for textures designed to tile; verify Sprite2D, TileSet, atlas regions, and animation frames in the editor.

Unity 6.3 LTS: set Texture Type to Sprite (2D and UI), choose Single/Multiple correctly, set a consistent Pixels Per Unit, filter mode, compression, mipmaps, mesh type, and sprite slicing. Disable Read/Write unless runtime pixel access is actually required because it adds memory cost.

Phaser/PixiJS/web: keep atlas metadata and image filenames stable; use nearest sampling and integer camera scaling for pixel art; prevent browser/CSS resizing from introducing blur; inspect texture bleeding under the real renderer.

Primary documentation

Source: SKILL.md on GitHub

1 warning1mo3 checks · Risk SAFE
  • Gen Agent Trust Hub1mo

    The skill provides a professional workflow for game asset management, using standard Python scripts for technical QA. It relies on a single well-known library (Pillow) and links only to official game engine and licensing documentation. No security concerns were identified.

  • Socket1mo

    No alerts

  • Snyk1mo

    Risk: MEDIUM · 1 issue

Signed by skilld at 3727d02. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 days ago.

Activeupdated 2 months ago

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