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

ui-asset-pipeline

Skill105 starsChanged 8 months agoMITView on GitHub

Define import, 9-slice, atlas packing, theming, and naming rules for UI visual assets (buttons, panels, icons, bars).

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 UI asset category

    line 36
  2. Distinctive:

    every UI asset follows the naming convention and lives in the correct folder

    line 43
  3. Distinctive:

    all UI elements are legible at the smallest supported resolution

    line 47
  4. Distinctive:

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

    line 70
  5. Distinctive:

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

    line 71
  6. Very specific:

    If UI skins or icons are generated with an image model, pair this skill with generated-raster-asset-pipeline so transparency, crop …

    line 73

≈ “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

UI Asset Pipeline

Purpose

Define import, 9-slice configuration, atlas packing, theming, and naming rules for UI visual assets so they scale correctly across resolutions, remain consistent with the visual theme, and are replaceable without code changes.

Use When

  • the project needs UI visual assets (buttons, panels, icons, progress bars, backgrounds)
  • placeholder UI rectangles are being replaced with styled assets
  • a UI theme or skin system needs standardization
  • new UI screens are being added and need visual assets that follow project conventions

Inputs

  • art bible or UI style guide (palette, typography, spacing, border radius)
  • target resolutions and aspect ratios
  • UI element inventory (buttons, panels, icons, bars, dividers, tooltips)
  • 9-slice requirements per element type
  • atlas packing strategy (single UI atlas vs per-screen)

Process

  1. define UI asset categories, naming convention, and folder structure
  2. set resolution, format, and import settings per category (sprites vs raw textures)
  3. establish 9-slice borders for scalable elements (buttons, panels, dialogs)
  4. configure UI atlas packing groups and max atlas size
  5. define theme structure (base palette, variant overrides, font pairing)
  6. validate that all UI assets render correctly at min and max supported resolutions

Outputs

  • UI asset naming and folder convention document
  • import settings template per UI asset category
  • 9-slice border specification per scalable element
  • UI atlas packing configuration
  • theme definition (palette, fonts, spacing, variants)
  • validation checklist for new UI asset submissions

Quality Bar

  • every UI asset follows the naming convention and lives in the correct folder
  • 9-slice borders are correct — no stretching artifacts at any supported resolution
  • UI atlas does not exceed platform texture memory budget
  • theme is applied consistently — no one-off color or font overrides in individual screens
  • all UI elements are legible at the smallest supported resolution

Common Failure Modes

  • 9-slice borders set incorrectly, causing visual distortion on resize
  • inconsistent padding or margin between UI elements across screens
  • UI atlas too large because high-res assets were used where 9-slice would suffice
  • theme colors hardcoded per element instead of referenced from a central palette
  • icons rendered at wrong resolution, appearing blurry or oversized

Related Agents

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

Related Commands

  • ui-asset-pass
  • ui-flow-review
  • 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.
  • UI assets can be generated programmatically via the engine's editor-scripting or pixel-buffer APIs — this skill's conventions apply equally to hand-drawn and code-generated assets. The concrete API belongs to the active engine layer.
  • If UI skins or icons are generated with an image model, pair this skill with generated-raster-asset-pipeline so transparency, crop cleanliness, 9-slice readiness, and declared display-size expectations are validated before acceptance.

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