art-generate
Skill93 starsChanged 3 months agoMITView on GitHub
Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists.
We split this skill into the rules it gives an agent
23 rules. About 0 are common, 14 are distinctive, and 9 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈14
Distinctive · estimate
This author's own choices. Worth a look.
9
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 9
If no argument is provided, read design/assets/asset-manifest.md:
- Very specific: line 10
If it exists: find the first target with any asset at Status: Needed and use question:
- Distinctive: line 13
If no manifest: fail with:
- Very specific: line 21
If argument matches system:<name> → spec at design/assets/specs/[name]-assets.md
- Distinctive: line 24
If argument is a path → read that file directly
- Distinctive: line 25
If argument is a path to a .md file → treat as spec file
- Distinctive: line 34
Read all source material before generating anything.
- Very specific: line 37
Asset spec: Read the resolved spec file.
- Very specific: line 38
Art bible: Read design/art/art-bible.md — fail if missing:
- Very specific: line 41
Asset manifest: Read design/assets/asset-manifest.md — note which assets already have placeholders.
- Very specific: line 60
Use the create_canvas MCP tool:
- Distinctive: line 65
Wait for success. If it fails, stop this asset and report.
- Distinctive: line 83
Create layers matching the asset category template:
- Distinctive: line 136
Use these drawing tools as appropriate:
- Distinctive: line 145
If the spec indicates multiple frames (e.g., "4-frame sprite sheet"):
- Distinctive: line 162
If not animated, skip this step.
- Distinctive: line 172
Use the quality tools to check the output:
- Distinctive: line 189
If any MCP tool call fails:
- Very specific: line 201
After all assets are generated (or after partial completion), update design/assets/asset-manifest.md.
- Very specific: line 209
If the manifest doesn't have a Source column yet, rewrite the header to include it.
- Distinctive: line 318
Never generate without user confirming the target
- Distinctive: line 320
Write the manifest update only after explicit approval
- Distinctive: line 321
If the art bible's palette has changed since the spec was written, ask which to use
≈ “Common” is an estimate: at least 1 in 5 of the 308,232 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
If no argument is provided, read design/assets/asset-manifest.md:
- If it exists: find the first target with any asset at
Status: Neededand usequestion:- Prompt: "The next unspecced target is [target]. Generate placeholder art for it?"
- Options:
[A] Yes — generate for [target]/[B] Pick a different target/[C] Stop here
- If no manifest: fail with:
"No asset manifest found. Run
/asset-spec [target]first — I need asset specs to generate art from."
Phase 0: Parse Target
Resolve the target:
- If argument matches
system:<name>→ spec atdesign/assets/specs/[name]-assets.md - If argument matches
level:<name>→ spec atdesign/assets/specs/[name]-assets.md - If argument matches
character:<name>→ spec atdesign/assets/specs/[name]-assets.md - If argument is a path → read that file directly
- If argument is a path to a .md file → treat as spec file
Fail if the spec file does not exist:
"No asset spec found at
[path]. Run/asset-spec [target]first."
Phase 1: Gather Context
Read all source material before generating anything.
Required reads:
- Asset spec: Read the resolved spec file. Extract all
ASSET-NNNentries. For each, extract: Category, Dimensions, Format, Naming, Visual Description. - Art bible: Read
design/art/art-bible.md— fail if missing:"No art bible found. Run
/art-biblefirst — I need the palette and shape language to generate art." Extract: Color System (Section 2), Shape Language (Section 3), Asset Standards (Section 8 — dimension tiers). - Asset manifest: Read
design/assets/asset-manifest.md— note which assets already have placeholders. Filter to assets withStatus: Needed.
Present context summary:
art-generate: [Target Type] — [Target Name]
- Spec: [path] — [N] assets identified
- Art bible: found — [N] palette colors, shape language: [style]
- Assets to generate: [N] (filtered from [N] total — [N] already have placeholders)
- Output: assets/source/[target]/ and assets/sprites/[target]/
Phase 2: Per-Asset Generation
For each asset with Status: Needed, execute the following pipeline. Process one asset at a time — do NOT batch MCP calls.
Step 2a: Create Canvas
Construct the filename as assets/source/[target]/[naming] (replace .png or similar with .aseprite).
Use the create_canvas MCP tool:
create_canvas(width, height, filename)Wait for success. If it fails, stop this asset and report.
Step 2b: Apply Palette
Load the art bible palette. If the art bible specifies a named palette resource (e.g., "DB16", "RPG"), use:
load_palette_from_resource(filename, resource_name)Otherwise extract hex colors from the art bible's Color System section and apply:
set_palette(filename, [hex_colors_array])Step 2c: Create Layer Structure
Create layers matching the asset category template:
Sprite / 2D Art:
add_layer(filename, "body")
set_layer(filename, "body")
set_layer_label_color(filename, "body", color_hex)
add_layer(filename, "details")
add_layer(filename, "outline")UI Icon:
add_layer(filename, "icon")VFX:
add_layer(filename, "core")
set_layer_blend_mode(filename, "core", "normal")
add_layer(filename, "glow")
set_layer_blend_mode(filename, "glow", "add")
add_layer(filename, "sparks")Environment:
add_layer(filename, "base")
add_layer(filename, "shading")
add_layer(filename, "details")Character Sprite:
add_layer(filename, "body")
add_layer(filename, "head")
add_layer(filename, "arms")
add_layer(filename, "legs")
add_layer(filename, "outline")Step 2d: Draw Placeholder Content
Draw shapes on each layer following the art bible's shape language. Use the semantic color from the art bible for the asset's role.
General approach per layer:
set_layer(filename, layer_name)— activate the layerset_frame(filename, 1)— draw on frame 1- Draw shapes:
- Body/base: Fill a rectangle/circle/polygon covering ~80% of the canvas at the body center position
- Details: Smaller shapes offset from center, using secondary/accent colors from the palette
- Outline: Thin rectangle around the body bounds using a dark color
Use these drawing tools as appropriate:
draw_rectangle_at(filename, layer, frame, x, y, w, h, color, fill=true)for blocky shapesdraw_circle_at(filename, layer, frame, cx, cy, r, color, fill=true)for round shapesdraw_polygon(filename, layer, frame, points, color, fill=true)for angular shapes (character limbs)fill_area_at(filename, layer, frame, cx, cy, color)for filled regionsapply_gradient_rect(filename, layer, frame, x, y, w, h, start, end, horizontal)for gradient fills
Step 2e: Handle Animation
If the spec indicates multiple frames (e.g., "4-frame sprite sheet"):
add_frames(filename, count=3, duration_ms=200) # frame 1 already exists
set_frame_duration(filename, 1, 200)For each additional frame, duplicate frame 1 and add minor position offsets for limbs:
copy_frame(filename, source_frame=1, target_frame=N)Then tag the animation:
set_tag(filename, name="default", from_frame=1, to_frame=N, direction="forward")If not animated, skip this step.
Step 2f: Export
export_sprite(filename, output_path="assets/sprites/[target]/[naming]")Step 2g: Verify
Use the quality tools to check the output:
validate_scene(filename, required_layers=[list from step 2c])Expected: JSON confirming all layers and frames exist.
Also verify the exported file exists:
Test-Path "assets/sprites/[target]/[naming]"Expected: True
Error Handling
If any MCP tool call fails:
Question: "Tool [tool_name] failed for ASSET-[NNN] ([asset name]): [error]. Options:"
A) Retry this asset
B) Skip this asset, continue with next
C) Stop generation entirelyPhase 3: Update Manifest
After all assets are generated (or after partial completion), update design/assets/asset-manifest.md.
For each generated asset, change its status from Needed to Placeholder Created. Add a Source column if it doesn't exist:
| ASSET-001 | hero-sprite | Sprite | Placeholder Created | design/assets/specs/hero-assets.md | assets/source/hero/ASSET-001-hero-sprite.aseprite |If the manifest doesn't have a Source column yet, rewrite the header to include it.
Phase 4: Summary Report
Present a completion summary:
art-generate complete for [target]:
- [N]/[M] assets generated successfully
- [N] failed (skipped)
- Output: assets/source/[target]/ (source .aseprite files)
- Output: assets/sprites/[target]/ (exported PNGs)
- Manifest updated: design/assets/asset-manifest.md
Phase 5: Next Steps
Use question:
- Prompt: "Placeholder art generated for [target]. What's next?"
- Options:
[A] Generate another target — /art-generate [next-target][B] Run /asset-audit — validate generated assets against specs[C] Review generated art manually[D] Stop here
Per-Category Drawing Templates
Sprite / 2D Asset (Default)
Canvas: spec dimensions (e.g. 256x256)
Layers: body, details, outline
Frame 1:
layer=body: fill_rect(32, 32, 192, 192, body_color)
layer=details: draw_rect(48, 48, 160, 160, accent_color, fill=false)
layer=outline: draw_rect(30, 30, 196, 196, outline_color, fill=false)UI Icon
Canvas: 32x32 or 64x64
Layers: icon
Frame 1:
layer=icon: fill_rect(4, 4, 24, 24, palette[0])VFX
Canvas: matching target sprite dimensions
Layers: core, glow, sparks
Frame 1:
layer=core: circle(center, radius*0.3, core_color, fill=true)
layer=glow: circle(center, radius, glow_color, fill=true, set opacity=128)Environment Prop
Canvas: tile dimensions
Layers: base, shading, details
Frame 1:
layer=base: fill_rect(0, 0, w, h, base_color)
layer=shading: gradient_rect(0, 0, w, h, shade_top, shade_bottom)Character Sprite
Canvas: sprite sheet width, frame height
Layers: body, head, arms, legs, outline
Frame 1 (idle pose):
layer=body: fill_rect(24, 40, 16, 24, body_color)
layer=head: fill_rect(28, 24, 8, 12, skin_color)
layer=arms: fill_rect(16, 44, 8, 8, skin_color)
draw_rect(40, 44, 8, 8, skin_color)
layer=legs: fill_rect(24, 64, 6, 12, leg_color)
fill_rect(34, 64, 6, 12, leg_color)
layer=outline: draw_rect(22, 22, 20, 54, outline)
Frame 2 (walk frame 1): copy_frame(1, 2)
layer=legs: offset legs by +2 on x to show strideError Recovery
| Error | Recovery |
| Spec file not found | Fail with clear message pointing to /asset-spec |
| Art bible not found | Fail — generation without palette produces wrong colors |
| MCP tool timeout | Report tool + args that failed, offer retry/skip/stop |
| Palette resource unknown | Fall back to set_palette with hex colors from art bible |
| Export fails | Check file path permissions, suggest manual export |
| validate_scene fails | Report which layers/frames are missing, offer to fix via ensure_layers_present |
Collaborative Protocol
- Never generate without user confirming the target
- Report each asset's success/failure immediately after processing it
- Write the manifest update only after explicit approval
- If the art bible's palette has changed since the spec was written, ask which to use
In this repository82 other files it gives its agents.
- AGENTS.mdAGENTS.md
- design/AGENTS.mdAGENTS.md
- docs/AGENTS.mdAGENTS.md
- skill-testing-framework/AGENTS.mdAGENTS.md
- src/AGENTS.mdAGENTS.md
- .cursor/rules/ocgs-framework.mdcCursor rule
- adoptSkill
- architecture-decisionSkill
- architecture-reviewSkill
- art-bibleSkill
- asset-auditSkill
- asset-specSkill
- automated-smoke-testSkill
- balance-checkSkill
- bug-reportSkill
- bug-triageSkill
- changelogSkill
- code-reviewSkill
- concept-brainstormSkill
- consistency-checkSkill
- content-auditSkill
- create-architectureSkill
- create-control-manifestSkill
- create-epicsSkill
- create-storiesSkill
- day-one-patchSkill
- design-reviewSkill
- design-systemSkill
- dev-storySkill
- estimateSkill
- exploreSkill
- gate-checkSkill
- helpSkill
- hotfixSkill
- hybrid-prototypeSkill
- init-templateSkill
- launch-checklistSkill
- localizeSkill
- map-systemsSkill
- milestone-reviewSkill
- onboardSkill
- patch-notesSkill
- perf-profileSkill
- playtest-reportSkill
- project-stage-detectSkill
- propagate-design-changeSkill
- prototypeSkill
- qa-planSkill
- quick-designSkill
- regression-suiteSkill
- release-checklistSkill
- retrospectiveSkill
- reverse-documentSkill
- review-all-gddsSkill
- scope-checkSkill
- security-auditSkill
- setup-engineSkill
- skill-improveSkill
- skill-testSkill
- smoke-checkSkill
- The first 60 shown.
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