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AnastasiyaWAnastasiyaW/claude-code-config/skills/creative/pixel-art-studio/SKILL.md

pixel-art-studio

Skill213 starsChanged 3 days agoMITView on GitHub

Create production-quality pixel art and animations programmatically. Use when the user asks to "create pixel art", "draw a sprite", "make pixel animation", "generate sprite sheet", "convert image to pixel art", "pixelate this image", "make a pixel character", "пиксель арт", "пиксельная графика", "спрайт", "像素画", "像素艺术", "도트 그래픽", "픽셀 아트", "8-bit/16-bit/hi-bit style", "retro game art", "Aseprite-like output", "indie game sprite". Covers single-frame sprites, frame-by-frame animations, walk cycles, idle/attack/death animations, sprite sheets, GIF/APNG export, image-to-pixel-art preprocessing (downsample + quantize + dither), 30+ bundled palettes (NES, GameBoy, PICO-8, Endesga 32/64, DawnBringer 16/32, Sweetie 16, Resurrect 64, Korean 오방색/단청, Chinese 故宫/青花/五行, Russian Stoneshard-inspired), 5 dithering algorithms (Bayer 2/4/8, Floyd-Steinberg, Atkinson, Ordered, Blue Noise), automated quality scoring (orphan pixels, doublies, banding, pillow-shading, AI-slop detection), and Generator-Evaluator review via the pixel-art-reviewer agent. Do NOT use for seamless-loop animated scene/book/album covers as self-contained HTML+canvas; use pixel-art-storyboard for that (this skill outputs raster sprites and sprite sheets, not narrative loop-cover HTML).

  • Installs packages

We split this skill into the rules it gives an agent

8 rules. About 0 are common, 7 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈7

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    If user provides only a vague description ("a cat sprite"), pick the standard sprite workflow with 32×32 + Endesga 32 palette as the safe …

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  2. Very specific:

    When in doubt, run quality_check.py after generation and fix issues until score ≥ 80/100.

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  3. Distinctive:

    When user is vague: 32×32.

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  4. Distinctive:

    Use the Sparse Coordinate JSON format.

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  5. Distinctive:

    Read the PNG with the Read tool to show user.

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  6. Distinctive:

    Only 3 of 12 translate without modification:

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  7. Distinctive:

    When user provides a real photo / hi-res illustration and asks for pixel art version.

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  8. Distinctive:

    When user asks "review this pixel art" or "is this good":

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≈ “Common” is an estimate: at least 1 in 5 of the 308,232 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Pixel Art Studio

Programmatic pixel art creation with palette discipline, dithering, animation, and automated quality control. Designed for production-quality output, not "look-pixelated filter on a photo."

When to use this skill

User saysWhat to do
"make a pixel art X" / "create a sprite"Static sprite workflow
"animate this", "walk cycle", "idle animation"Animation workflow
"convert this image to pixel art", "pixelate this"Preprocessing workflow
"generate sprite sheet"Sprite sheet workflow
"review this pixel art / score it"Quality review workflow
"show palette options" / "use Endesga 64"Palette browsing

If user provides only a vague description ("a cat sprite"), pick the standard sprite workflow with 32×32 + Endesga 32 palette as the safe default, then offer to iterate.


Prerequisites

pip install Pillow numpy
# Optional but recommended for advanced quality checks:
pip install scikit-image scipy

Pillow is mandatory; numpy is mandatory; the rest are optional (the scripts will degrade gracefully).


Core principle: design discipline > pixel quantity

A 16×16 sprite with deliberate cluster choices reads better than a 64×64 with random pixel noise. Always start from the smallest grid that conveys the subject, expand only when needed for detail.

The four pillars of quality (encoded in scripts/quality_check.py):

  1. Per-pixel hygiene — no orphan single pixels, no parallel doublies, no banded ramps
  2. Cluster coherence — pixel groups read as recognizable shapes, not noise
  3. Palette discipline — limited (≤32 typically), with hue rotation across luminance ramp
  4. Silhouette readability — render-as-solid-shape and verify subject is recognizable

When in doubt, run quality_check.py after generation and fix issues until score ≥ 80/100.


Workflow 1: Single-frame sprite

Step 1 — Pick canvas size

Subject complexityCanvasExamples
Icon / glyph8×8heart, key, arrow, smiley
Simple sprite16×16NES character, item, tile
Standard sprite ⭐32×32indie character, animal, prop
Detailed character48×48 - 64×64hi-bit hero, boss, building
Mobile RPG humanoid (CN/KR)48×728-direction walking character
Hero / portrait96×96 - 128×128promotional art, big boss

When user is vague: 32×32.

Step 2 — Pick palette

Three modes:

  • Bundled palette (recommended): Use scripts/palette.py --list to enumerate. Default for vague subjects: Endesga 32.
  • Style-anchored palette: subject-specific recommendations in references/02-palette-theory.md
  • Custom palette: 4-16 hex colors curated by hand. Validate with palette ramp checker.

Common style → palette mapping:

User intentPalette
Generic, modern indieendesga-32 or endesga-64
8-bit retro / Famicom feelnes or pico-8
Mono / GameBoy DMGgameboy-dmg
Soft pastel / cutesweetie-16
Atmospheric / cinematicapollo or slso8
Industrial / coolsteam-lords
Chinese xianxia / palacegugong-red-wall or qinghua
Korean traditionalobangsaek (5-color)
Dark fantasy (Stoneshard-style)stoneshard-inspired

Step 3 — Design layer-by-layer

Always think in this order, not free-form:

  1. Silhouette (darkest color, just outline) — does shape read at intended size?
  2. Base fill — primary 1-2 colors covering largest areas
  3. Cell shading — pick 3-4 discrete shades, place them per a single light direction (default: top-left)
  4. Hue shift — shadows shift cooler+desaturated (toward blue-violet); highlights warmer+saturated (toward yellow-orange). Hue rotation across ramp ≥ 30°
  5. Selective AA — only on staircase patterns longer than 1×1, using intermediate-color halftone strip
  6. Details — eyes, patterns, small features. Each pixel must belong to a cluster ≥ 2-3 pixels (no orphans)

NEVER do pillow shading: dark border + light center regardless of light source. Auto-detected as anti-pattern in quality_check.py.

Step 4 — Generate JSON

Use the Sparse Coordinate JSON format. Minimal example:

{
  "width": 16,
  "height": 16,
  "background": "transparent",
  "pixel_size": 16,
  "palette_ref": "endesga-32",
  "pixels": [
    {"x": 7, "y": 4, "color": "#a8ca58"},
    ...
  ]
}

For animation, use the multi-frame extended schema (frames array — see Workflow 2).

Step 5 — Render PNG

python "${CLAUDE_SKILL_DIR}/scripts/render.py" \
  sprite.json -o sprite.png

Step 6 — Quality check

python "${CLAUDE_SKILL_DIR}/scripts/quality_check.py" sprite.png

Output is JSON. Score ≥ 80 = ship. Score 60-80 = fix issues listed. Score < 60 = redesign.

Step 7 — Display + iterate

Read the PNG with the Read tool to show user. Offer fixes for any quality issues flagged.


Workflow 2: Animation

Frame counts (production-validated)

Pick from this table — do NOT improvise frame counts.

AnimationMinStandard ⭐PremiumFPS
Idle (breathing)246-86
Walk4 (Celeste)6 (Shovel Knight)8-128
Run681010
Attack356-810-12
Death46-810+8-10
Hit reaction12-3—10

Cultural variations:

  • Western indie: 8-12 fps standard
  • Chinese mobile RPG: 4-frame walk @ 200ms (5 fps) is documented standard
  • Korean dot mobile: 6 frames @ 8-12 fps; chibi 4-frame walk
  • Russian indie: typically follows Western, sometimes "Punch Club rule" (draw 1×, render 2-3×)

Animation principles (Disney → pixel art)

Only 3 of 12 translate without modification:

  1. Timing — wind-up frames longer, action shortest, recovery eases
  2. Anticipation — crouch before jump, wind-up before attack
  3. Squash & stretch — even 1 pixel of compression on landing is effective

For walk cycles: 4-frame minimum is [contact, recoil, passing, high-point] and back. Don't add frames just to "smooth" — add anticipation/follow-through instead.

For attacks: [anticipation (slow), strike (1 frame, fast), recovery (eases back)]. Slowing down anticipation + speeding up action ≫ adding frames.

Smear frames (Korean Skul-style)

For fast attacks/throws, insert 1-2 stretched intermediate frames (smear). Heavy in Skul, less in Sanabi. See references/04-animation.md.

JSON schema for animations

{
  "width": 32,
  "height": 32,
  "background": "transparent",
  "palette_ref": "endesga-32",
  "frames": [
    {"id": 0, "duration_ms": 120, "pixels": [...]},
    {"id": 1, "duration_ms": 120, "pixels": [...]},
    {"id": 2, "duration_ms": 120, "pixels": [...]},
    {"id": 3, "duration_ms": 120, "pixels": [...]}
  ],
  "tags": [
    {"name": "walk", "from": 0, "to": 3, "direction": "forward"}
  ]
}

direction ∈ forward | reverse | pingpong (Aseprite convention).

Render animation

# Animated GIF
python "${CLAUDE_SKILL_DIR}/scripts/animate.py" walk.json --format gif -o walk.gif

# APNG (better, supports semi-transparency)
python "${CLAUDE_SKILL_DIR}/scripts/animate.py" walk.json --format apng -o walk.apng

# Sprite sheet (for game engines)
python "${CLAUDE_SKILL_DIR}/scripts/animate.py" walk.json --format spritesheet -o walk_sheet.png --layout horizontal

Animation quality check

python "${CLAUDE_SKILL_DIR}/scripts/quality_check.py" --animation walk.json

Checks: palette stability across frames (no off-palette colors), pixel rate consistency (sub-pixel-AA matches), total mass conservation (8-pixel torso stays 8 pixels across frames), per-frame quality scores.


Workflow 3: Image-to-pixel-art preprocessing

When user provides a real photo / hi-res illustration and asks for pixel art version.

Pipeline (in scripts/preprocess.py):

  1. Downsample to target grid via Image.NEAREST (NOT bicubic — that introduces fractional pixels = AI-slop signal)
  2. Extract palette via k-means or median cut (configurable colors: 8/16/32/64)
  3. Quantize to extracted or chosen palette
  4. Optional dithering to soften gradients (Floyd-Steinberg/Atkinson for photos; Bayer for halftone style)
  5. Manual cleanup pass — agent reviews output and lists orphans, doublies for edits

Usage:

python "${CLAUDE_SKILL_DIR}/scripts/preprocess.py" photo.jpg --target-size 64x64 --palette aap-64 --dither floyd-steinberg -o pixel.png

Important: AI-generated art (Stable Diffusion, Midjourney) is NOT pixel art even if it looks pixelated. It usually has fractional pixel widths and noise instead of dithering. Always run preprocess pipeline + quality check on AI output before treating it as pixel art.


Workflow 4: Sprite sheet

For game engines (Unity, Godot, Unreal) wanting a single PNG with all frames.

# Layout: rows = animation type, cols = frames (canonical convention)
python "${CLAUDE_SKILL_DIR}/scripts/animate.py" character.json --format spritesheet \
  --layout grid --rows 4 --cols 8 -o character_sheet.png

Conventions:

  • 1-2 px transparent padding between cells (configurable)
  • Power-of-2 final dimensions when possible (engine-friendly)
  • Optional .json metadata file alongside (Aseprite-compatible format)

Workflow 5: Quality review

When user asks "review this pixel art" or "is this good":

python "${CLAUDE_SKILL_DIR}/scripts/quality_check.py" existing_sprite.png --verbose

Returns JSON with:

  • per-pixel hygiene: orphan count, doublies count, banding bands
  • palette analysis: unique color count, ramp hue rotation, banding score
  • silhouette readability: solid-fill recognizability (heuristic)
  • anti-AI-slop signals: blurry edges count, fractional widths, gradient-over-flat detection
  • overall score: 0-100

For Generator-Evaluator review (independent agent), invoke the pixel-art-reviewer agent (see agents/pixel-art-reviewer.md). It runs quality_check.py + reads the image with fresh context and writes a verdict.


Palette management

List bundled palettes

python "${CLAUDE_SKILL_DIR}/scripts/palette.py" --list

Returns 30+ palettes grouped by category:

  • Hardware-authentic: nes, gameboy-dmg, pico-8, ega
  • Lospec community: db16, db32, aap-64, endesga-32, endesga-64, sweetie-16, resurrect-64, apollo, steam-lords, slso8
  • Cultural: obangsaek (KR), gugong-red-wall (CN), qinghua (CN), wuxing (CN), stoneshard-inspired (RU dark fantasy)

Extract palette from image

python "${CLAUDE_SKILL_DIR}/scripts/palette.py" --extract photo.jpg --colors 16 --method median-cut

Methods: kmeans (slow, high quality), median-cut (default, balanced), octree (fast).

Generate hue-shifted ramp

python "${CLAUDE_SKILL_DIR}/scripts/palette.py" --ramp "#5b3a3a" --steps 5 --hue-shift 40

Generates a 5-step ramp from dark→bright with proper hue rotation (Endesga rule). Use this when you need a fresh material color (skin tone, metal, leather) without a full palette.


Cultural style guides (when relevant)

The skill respects multiple cultural canons. Match the user's stated style:

User mentionsRead this
武侠 / 仙侠 / wuxia / xianxiareferences/07-cultural-styles.md#chinese-xianxia
故宫 / palace / red wallUse gugong-red-wall palette
道袍 / robe animationAdd sleeve secondary animation channel
도트 / dot graphic / Koreanreferences/07-cultural-styles.md#korean-dot
산나비 / Sanabi / Skul"Hand-drawn dot" quality discriminator
MapleStory / 메이플스토리풍High-detail 64-128px portraits, costume-friendly
Punch Club / StoneshardMandatory contour darker than darkest pixel
Loop HeroMulti-tier sprite consistency mode
Celeste320×180 base resolution, 4-frame animations
Hyper Light Drifter480×270, "pixel impressionism", no outlines

Mandatory rules (will be quality-checked)

  1. No orphan pixels unless intentional texture (sparkle, stippling). Default cap: 5% of total pixels.
  2. No doublies — parallel double-thickness lines from accidental brush. Hard rule.
  3. No pillow shading — dark-border-light-center regardless of light source. Hard rule.
  4. Palette ≤ stated cap — if palette is endesga-32, output must use ≤32 unique colors.
  5. Hue rotation ≥ 30° across any luminance ramp ≥ 4 colors. Soft warning, not hard error.
  6. Selective AA — never on 45° lines, never on perfectly straight lines.
  7. Outline (when present) darker than darkest object pixel (Punch Club / Stoneshard rule).

Gotchas

  • Pillow Image.quantize defaults to median cut. For better quality on photos use method=Image.Quantize.LIBIMAGEQUANT if pyImageQuant is installed; otherwise MEDIANCUT is fine.
  • GIF format limits: ≤256 colors, no semi-transparency. For semi-transparent animations use APNG (better) or WebP (modern but inconsistent compatibility).
  • Sub-pixel "anti-aliasing" trick: animate the AA values between frames to suggest motion smaller than a pixel. Looks pro but doubles the AA pixel budget.
  • CN walking timing: Chinese mobile games sometimes use 5fps (200ms/frame) walks — looks slow to Western eye but is documented standard. Don't "fix" it.
  • 45° lines never get AA — common newbie mistake. AA on staircase patterns longer than 1×1 only.
  • Indexed PNG vs RGBA PNG: indexed is smaller, faster, game-engine-friendly; RGBA preserves alpha. Default to RGBA in render.py; offer --indexed flag when palette is fixed.
  • Aseprite source files (.aseprite) preserve tags, layers, palette in original form. If user has Aseprite installed, offer to export .aseprite alongside PNG.
  • Background-color confusion: "background": "transparent" ≠ "#FFFFFF". Default to transparent for game sprites; use solid color only for non-cutout art.
  • AI pixel art is not pixel art: SD/Midjourney outputs need preprocess.py pipeline. Don't trust their pixel grid alignment.

Troubleshooting

SymptomCauseFix
"Pillow not installed"Missing dependencypip install Pillow
Garbled outputPixel coordinates outside gridCheck 0 ≤ x < width, 0 ≤ y < height
Colors look wrongHex shorthand or named color mismatchUse full #RRGGBB hex
Image looks blurryPillow used BILINEAR resizeUse Image.NEAREST for pixel art
Quality score < 60Multiple quality issuesRead full JSON output; common fixes: reduce palette to ≤32 colors, remove orphan pixels, redo with single light source
GIF has color bandsLimited 256-palette quantizationSwitch to APNG or use --no-quantize
Animation jittersInconsistent pixel positions across framesRun quality_check.py --animation to identify frame with mass deviation
Pillow shading detectedAnti-pattern shadingRe-shade with explicit light source (top-left), darkest pixels in shadow side only
Doublies detectedTwo parallel 1-px linesMerge into single 2-px line OR remove the redundant line

Reference index

TopicFile
Drawing techniques (cluster, AA, jaggies, doublies, outlining)references/01-techniques.md
Palette theory, dithering, bandingreferences/02-palette-theory.md
Shading, light, materialsreferences/03-shading-materials.md
Animation principles, frame counts, smear, sub-pixelreferences/04-animation.md
Quality rubric + anti-AI-slop checklistreferences/05-quality-rubric.md
Tools and libraries (Aseprite, Pillow, pyxelate, etc.)references/06-tools-and-libraries.md
Cultural styles (CN/KR/RU/Western)references/07-cultural-styles.md
Extended JSON schema specreferences/08-json-schema.md

Companion agent

For independent quality review (Generator-Evaluator pattern): invoke pixel-art-reviewer agent. It runs the quality scripts + reads the rendered image with fresh context, returning PASS/HOLD/REJECT verdict — see agents/pixel-art-reviewer.md for invocation pattern.

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