pixel-art-pipeline
Skill44 starsChanged 23 days agoMITView on GitHub
Make sprite sheets, tilesets and icons for 2D games.
In this repository9 other files it gives its agents.
- 3d-asset-pipelineSkill
- blender-pipelineSkill
- game-audioSkill
- game-reverse-engineeringSkill
- game-studioSkill
- godot-devSkill
- playtestingSkill
- ship-itSkill
- unity-devSkill
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 0 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 50
Keep one palette per game (palette= on pixelize) so AI-derived sprites match procedural ones.
- Very specific: line 55
Look at preview_gif / preview with vision_analyze before using an asset.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 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.
Files
Pixel Art Pipeline Skill
2D art with forge_sprite and forge_tileset: procedural characters, monsters, icons and props, plus a
path from any AI image to a clean game sprite. Every output carries engine-ready metadata.
When to Use
Sprite sheets, animations, tilesets, icons, or turning concept art into pixel sprites.
Prerequisites
None. For AI art, Hermes' image_generate tool must be configured.
How to Run
- Character:
forge_sprite kind=character archetype=<hero|knight|mage|rogue|villager|princess|healer>→ 24 frames (idle 2 + walk 4 per facing), JSON atlas with frame tags, Godot SpriteFrames, GIF. - Monster:
kind=monster monster=<slime|bat|beast|ghost|golem|spaceship> hue=<colour>,size=32for 2x. - Icons:
kind=items items=[sword,potion,gem,...] size=16|24|32. Props:kind=props props=[tree,pine,...]. - Tiles:
forge_tileset lower=water upper=grass→ 16 Wang tiles + fill variants (+ animation strip). - AI → sprite:
image_generatea subject on a plain background, thenforge_sprite kind=pixelize source=<path> size=32 palette=sweetie16. - Your frames → sheet:
kind=sheet frames=[...] animations={"run":[0,1,2,3]}.
Quick Reference — engines
| Engine | Use |
| Godot | <name>_frames.tres (SpriteFrames), tileset .tres (terrain painter) |
| Phaser / Pixi / Defold | <name>.json (JSON-hash + meta.frameTags) |
| Unity | the GameForge Unity scaffold slices from rects; or slice by grid at the frame size |
| Aseprite | open the PNG, use the frameTags as a guide |
Pitfalls
- Keep one palette per game (
palette=on pixelize) so AI-derived sprites match procedural ones. - Upscale only with nearest-neighbour; previews already do (
preview_scale).
Verification
Look at preview_gif / preview with vision_analyze before using an asset.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

