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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/art-audio-content/sprite-pipeline/SKILL.md

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

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
  1. Distinctive:

    import settings template per sprite category

    line 34
  2. Distinctive:

    every sprite follows the naming convention and lives in the correct folder

    line 39
  3. Distinctive:

    import settings are applied consistently — no manual per-asset overrides

    line 40
  4. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 64
  5. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 65
  6. Very specific:

    If sprite assets are generated with an image model, pair this skill with generated-raster-asset-pipeline so transparency, crop cleanliness, …

    line 66

≈ “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

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

  1. define sprite categories, naming convention, and folder structure
  2. set resolution, pixel density, and import settings per category
  3. establish sprite sheet layout rules (grid size, padding, pivot points)
  4. configure atlas packing groups and max atlas size per platform
  5. 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-pipeline so transparency, crop cleanliness, display size, and body-size expectations are validated before acceptance.

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