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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/art-audio-content/generated-raster-asset-pipeline/SKILL.md

generated-raster-asset-pipeline

Skill105 starsChanged 8 months agoMITView on GitHub

Define acceptance, validation, and runtime integration rules for raster assets generated with image models before they become real project content.

The file

We split this skill into the rules it gives an agent

5 rules. About 0 are common, 4 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈4

    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:

    no baked checkerboard or mock transparency patterns

    line 38
  2. Distinctive:

    no accidental text or watermark

    line 39
  3. Very specific:

    run node scripts/validate-generated-assets.js and the relevant art review command before treating the assets as accepted

    line 45
  4. Distinctive:

    Treat generated raster assets as authored content, not as a special exemption from normal pipeline review.

    line 84
  5. Distinctive:

    If the project needs deterministic placeholders rather than final art, use the placeholder pipeline instead.

    line 87

≈ “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.

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

Generated Raster Asset Pipeline

Purpose

Define acceptance, validation, and runtime integration rules for raster assets generated with image models so they are safe to adopt as real project content without breaking transparency, layout, readability, or gameplay collisions.

Use When

  • the harness's image-generation capability (e.g. Codex $imagegen) or another image model is used to create sprites, UI skins, backgrounds, icons, or source art
  • generated PNG or WEBP files are being imported into the workspace as real project assets
  • placeholder assets are being upgraded to generated raster art
  • runtime integration needs explicit display size, anchor, crop, or collision-envelope rules

Inputs

  • art bible or visual direction document
  • asset inventory with intended use for each generated asset
  • background policy per asset family (transparent, opaque, or full-bleed)
  • intended runtime display size per asset
  • intended physics or interaction envelope per asset where relevant
  • naming and folder conventions from the project pipeline

Process

  1. classify each asset by runtime role: decorative background, sprite, projectile, pickup, UI skin, icon, or concept-only
  2. define the acceptance contract before generation:
    • background policy
    • nominal canvas expectation
    • intended runtime display size
    • collision or interaction envelope if gameplay-relevant
    • anchor or pivot expectation
    • trim policy
  3. generate the candidate images
  4. review the candidates visually before import:
    • no baked checkerboard or mock transparency patterns
    • no accidental text or watermark
    • readable silhouette at target gameplay scale
    • composition matches the intended runtime usage
  5. move accepted outputs into the workspace with stable names and paths
  6. record the accepted assets in a generated-assets.json manifest next to the project or sample
  7. integrate them in runtime with explicit display sizing and explicit body sizing where physics applies
  8. run node scripts/validate-generated-assets.js and the relevant art review command before treating the assets as accepted

Outputs

  • accepted raster assets stored in the workspace
  • generated-assets.json manifest describing acceptance and integration rules
  • explicit runtime mapping for display size, body size, and anchor/pivot where relevant
  • validation notes for any manual cleanup or exceptions

Quality Bar

  • transparent assets have real alpha, not baked checkerboard backgrounds
  • isolated assets are cropped or trimmed intentionally; accidental padding is documented
  • runtime display size is defined separately from source image dimensions
  • gameplay body size is defined separately from display size for collidable or projectile assets
  • generated assets follow the same naming, review, and replacement rules as hand-authored assets

Common Failure Modes

  • checkerboard or flat background baked into an asset that was supposed to be transparent
  • source image dimensions being treated as gameplay size, breaking collisions or layout
  • decorative art being reused as a physics shape without an explicit body envelope
  • generated buttons or panels accepted without validating corner alpha, 9-slice suitability, or text-safe space
  • accepted assets left only in a tool cache rather than copied into the workspace

Related Agents

  • 2d-artist
  • technical-artist
  • ui-ux-designer
  • ui-programmer

Related Commands

  • art-2d-pass
  • ui-asset-pass
  • verify

Related Skills

  • sprite-pipeline
  • ui-asset-pipeline
  • placeholder-asset-pipeline

Notes

  • Treat generated raster assets as authored content, not as a special exemption from normal pipeline review.
  • The acceptance gate is two-part: visual acceptance and runtime integration acceptance.
  • Visual acceptance answers "does this look correct?" Runtime integration acceptance answers "can this be used safely at the intended size, pivot, and collision envelope?"
  • If the project needs deterministic placeholders rather than final art, use the placeholder pipeline instead.

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