sprite-pipeline
Skill105 starsChanged 8 months agoMITView on GitHub
Define import, slicing, atlas packing, and naming rules for 2D sprite assets.
1 other project uses a version of this.
Adopted by
Most recently taken up by
- openai/pluginstheir own version, first seen Oct 13, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- openai/plugins★ 7.8ksame name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
- 2d-animation-pipelineSkill
- 3d-animation-pipelineSkill
- 3d-asset-pipelineSkill
- ai-asset-generationSkill
- art-bibleSkill
- audio-implementationSkill
- blender-environment-pipelineSkill
- cinematic-pipelineSkill
- dialogue-content-pipelineSkill
- generated-raster-asset-pipelineSkill
- lighting-lod-pipelineSkill
- localization-pipelineSkill
- materials-shading-pipelineSkill
- placeholder-asset-pipelineSkill
- rigging-skinning-pipelineSkill
- technical-art-pipelineSkill
- tilemap-pipelineSkill
- ui-animation-pipelineSkill
- ui-asset-pipelineSkill
- vfx-pipelineSkill
- accessibility-designSkill
- combat-designSkill
- core-loop-designSkill
- economy-balancingSkill
- game-feel-designSkill
- level-designSkill
- liveops-designSkill
- monetization-designSkill
- narrative-designSkill
- onboarding-tutorial-designSkill
- procgen-designSkill
- progression-designSkill
- quest-designSkill
- ai-behavior-patternsSkill
- animation-state-patternsSkill
- asset-managementSkill
- build-pipeline-patternsSkill
- event-bus-patternsSkill
- gameplay-architectureSkill
- input-abstractionSkill
- memory-budgetingSkill
- multiplayer-netcode-patternsSkill
- performance-budgetingSkill
- physics-gameplay-patternsSkill
- save-system-patternsSkill
- telemetry-instrumentationSkill
- tools-pipeline-patternsSkill
- ui-hud-patternsSkill
- godot-3d-scenesSkill
- godot-build-releaseSkill
- godot-csharp-patternsSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
6 rules. About 0 are common, 5 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈5
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
- Distinctive: line 34
import settings template per sprite category
- Distinctive: line 39
every sprite follows the naming convention and lives in the correct folder
- Distinctive: line 40
import settings are applied consistently — no manual per-asset overrides
- Distinctive: line 64
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 65
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
- Very specific: line 66
If sprite assets are generated with an image model, pair this skill with generated-raster-asset-pipeline so transparency, crop cleanliness, …
≈ “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
Sprite Pipeline
Purpose
Define import, slicing, atlas packing, and naming rules for 2D sprite assets so they are consistent, performant, and replaceable across the project.
Use When
- the project uses 2D sprites as its primary visual representation
- sprite sheets or atlas configuration needs standardization
- placeholder sprites are being replaced with final art and naming or sizing must be validated
- new sprite assets are being added and need to follow project conventions
Inputs
- art bible or visual direction document
- target resolution and platform constraints
- sprite categories (characters, environment, UI, VFX, collectibles)
- atlas packing strategy (per-category, per-scene, global)
Process
- define sprite categories, naming convention, and folder structure
- set resolution, pixel density, and import settings per category
- establish sprite sheet layout rules (grid size, padding, pivot points)
- configure atlas packing groups and max atlas size per platform
- validate that sprites match the art bible and meet runtime budgets
Outputs
- sprite naming and folder convention document
- import settings template per sprite category
- atlas packing configuration
- validation checklist for new sprite submissions
Quality Bar
- every sprite follows the naming convention and lives in the correct folder
- import settings are applied consistently — no manual per-asset overrides
- atlas packing does not exceed platform memory budget
- pivot points and slice boundaries are correct for gameplay use
Common Failure Modes
- inconsistent naming that breaks asset lookup at runtime
- oversized sprites that waste atlas space or exceed texture memory
- missing padding between atlas entries causing bleed artifacts
- pivot points that cause visual offset during gameplay
Related Agents
- 2d-artist
- technical-artist
- performance-reviewer
Related Commands
- art-2d-pass
- unity-placeholders
- perf-budget
Related Skills
- generated-raster-asset-pipeline
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
- If sprite assets are generated with an image model, pair this skill with
generated-raster-asset-pipelineso transparency, crop cleanliness, display size, and body-size expectations are validated before acceptance.
Does it work?
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Your trail
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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.

