studio
Skill473 starsChanged 44 days agoMITView on GitHub
The front door for any Aseprite or pixel-art request. Works out what the user actually wants, picks which workflows to run and in what order — and whether to work in the user's open Aseprite window or a headless batch Aseprite (`--headless` / `--live` force it) — hands parts to the specialist agents where the harness has them, and does not stop until the result has been looked at and reviewed. Use when a request spans several steps ("make me an animated knight for Godot") or when you are unsure which workflow applies.
13 other projects use a version of this.
Adopted by
Most recently taken up by
- akachandan1/video-studiotheir own version, first seen Nov 8, 2026
- per-simmons/claude-game-studiotheir own version, first seen Nov 8, 2026
- masjidofGod/certainty-videotheir own version, first seen Nov 1, 2026
- Wiserax/wisecrafttheir own version, first seen Oct 25, 2026
- adityareddy-dev/deskstudiotheir own version, first seen Oct 25, 2026
- manusco/resonancetheir own version, first seen Oct 22, 2026
Used with
Projects with it also use design.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
Microsoft AzureSkilldesign
Design rules and conventions for the API Center Portal. Use when editing detail pages, card components, badges, layout, navigation, sidebars, or headers. Covers badge styling, metadata placement, page navigation patterns, and layout alignment.
Also in 3 projects that use this
Other versions13 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 13
- remotion-dev/remotion★ 72ksame name
- event-catalog/eventcatalog★ 3ksame name
- AlpacaLabsLLC/skills-for-architects★ 390same name
- claude-world/claude-world-studio★ 71same name
- adityareddy-dev/deskstudio★ 43same name
- manusco/resonance★ 38same name
- adkit/ads-mcp★ 20same name
- per-simmons/claude-game-studio★ 4same name
- akachandan1/video-studio★ 2same name
- eduardkumskyi/octo★ 1same name
3 more not listed
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.
The file
We split this skill into the rules it gives an agent
6 rules. 0 are common, 5 are distinctive, and 1 is very specific to this project.
0
Common
Most of the 12 edited versions we read keep these.
5
Distinctive
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 25
If not ready, stop and tell the user what to fix.
- Distinctive: line 101
Keep the fix only if it picks the new one.
- Distinctive: line 104
Do not change pixels after the last critique.
- Distinctive: line 117
Read the flags first, then the request.
- Very specific: line 163
If a request fits no row, it is usually a direct tool call ("rename the layer", "add a frame"): make it, look if pixels changed, and say …
- Distinctive: line 168
Before a stage draws or animates something, read the rule files for its subject — every stage, and every agent you hand a stage to.
“Common” is measured: kept by at least 6 in 10 of the 12 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Take any Aseprite request end to end
The other workflows each do one thing well. This one decides which of them the request needs, runs them in the order that keeps mistakes cheap, and owns the result until it is finished. It does not replace them: at every step, read the workflow it names and follow that — do not do the step from memory.
Procedure
Pick the Aseprite, then
preflight. Two places the work can happen: live, the user's open window, which they watch and can undo; or headless, a batch Aseprite this server runs with no window, where the only results are yourlookpreviews and the files you save. Decide before the first call, from the request — see Live or headless below — and pass it:preflight mode="headless"orpreflight mode="live". When the request says nothing either way, callpreflightwithoutmodeand keep the mode the server started in.If not ready, stop and tell the user what to fix. Nothing below works without Aseprite, and editing files on disk instead is never an acceptable recovery. In headless there is no window: show previews as you go and save (
sprite_manageopsave_as) before reporting.- Read the room.
sprite_infoon whatever is open. An open sprite changes the plan: "make it bigger" means a sprite that exists, and its canvas and palette answer questions you would otherwise have to ask. - Classify the request against the table below. Most requests are one row; a big one ("animated knight, export for Godot") chains several. Write the chain down before starting — it is the plan you report progress against.
- Decide once whether to ask. Open-ended requests start with
aseprite:brief, which puts every decision to the user in one message. Specific requests ("add a 1px outline", "export this as a GIF") do not — just do them. Never ask more than once per stage: a user who asked for a whole animation does not want to approve every frame. - Design before drawing. Anything new — a character, a prop, a scene, an
animation — goes through
aseprite:conceptbefore a pixel is placed: it writes the art spec (scenario, palette, poses), turns it into a prompt for an image model, and offers the user two ways on: generate a concept sheet or storyboard with that prompt and send it back, or continue without one. That offer rides in the brief's message when there is a brief, so the user still answers once. If they will send references, stop and wait; when the images arrive,aseprite:conceptreads them into a PixelSpec and imports them. If the user already supplied reference art, skip the prompt and go straight to reading it. - Run the chain. For each stage, read its skill (
skill://<name>) and follow it. Hand a stage to a specialist agent when your harness has one (see below) — the agent reads the same rules, so the result is the same whether it runs or you do. - Look after every stage that changed pixels.
lookoppreviewfor the read, opasciiwhen position matters, opcomparewhen there is a reference. A stage is done when you have seen its result, not when its tool reported success. Get judged by someone who did not draw it. For anything you drew or changed, hand the result to the
pixel-criticagent where the harness has one — never grade your own work in place of it; you know what you meant, so you see it. Give it the document name and the brief, nothing about how it was made. Elsewhere, runaseprite:reviewand do its cold read first.The critique decides whether you iterate at all. A draft ships as it is when its critique has no BLOCKING finding and scores 7/10 or more — note its other findings in your report and stop. Below that, or while any BLOCKING finding remains, fix it — at most three fix rounds. Stopping a weak draft only because nothing was marked BLOCKING leaves it weak.
Each round fixes the BLOCKING findings, or when there are none the one change the critic names as its first fix — never a general polish. A fresh critic always finds something, and each finds something different; polishing on that alone rebuilds parts that already worked. The guards below are what keep a round from doing that:
- Snapshot before you touch it.
export op="png"the current frame (orop="gif"for an animation) to a scratch path, and keep an exact copy of every layer you will change —export op="aseprite"to a scratch path, or the layer's rows fromlook op="ascii". Restoring means writing those rows back as agridat the same x/y, or opening the copy andlayer op="duplicate" toSprite=<document>. - Fix, don't redraw. A fix changes the pixels the finding points at —
read that region with
look op="ascii", change those rows, write them back as agrid— or recolours a mass that is too dark (recolor). If the round changed more than about a quarter of a layer's opaque pixels, it was a redraw: restore the snapshot and make the smaller fix. Never touch pixels the brief says must stay as they are. - Decide by comparison, not by score. Scores from separate critic calls
are not on one scale — the same tree drew 5/10 from one critic and 4/10
from the next. After the fix, export the new version next to the
snapshot, and give one critic call both images, in an order it cannot
read anything into (
a.png,b.png, coin-flipped), asking which is the better sprite for the brief and whether the BLOCKING finding is gone. Keep the fix only if it picks the new one; otherwise restore. Two rounds in a row that the comparison rejects end the loop.
Do not change pixels after the last critique; anything you edit afterwards goes back to the critic. A critique whose cold read did not name your subject is the most important finding you will get: the picture does not say what you think it says. Report each round: the BLOCKING finding, what you changed, and which version the comparison chose.
- Snapshot before you touch it.
- Report in a few lines: what exists now (document, layers, tags, files
written), what you decided on the user's behalf, what you compromised on and
why — including where the sprite departs from the reference on purpose.
Show it — a
lookpreview or the exported file's path, not an adjective.
Live or headless
Read the flags first, then the request. The first row that matches decides.
| The request | Mode |
contains --headless (or says "headless", "без окна", "in the background", "don't open Aseprite") | headless, forced — do not second-guess it |
contains --live (or "in my Aseprite", "in the window", "so I can watch") | live, forced |
| edits something open in the user's window — "this sprite", "the selected layer", "fix my knight" | live — the art is there, not on disk |
produces files and nothing else: a batch of assets, sprites generated into a folder, a CI or build step, a spritesheet from .aseprite files on disk, a run on a machine with no display | headless |
| anything else — draw me a knight, animate this, a palette | no mode: keep what the server started in (live, unless the operator ran it with --headless) |
Strip the flag from the request before reading the rest of it: --headless a
knight is a request for a knight.
Then the one rule that matters: the mode is chosen from the request, never
from a failure. If live preflight says Aseprite is not attached, do not
switch to headless to get the work done anyway — tell the user, and if the
work would suit headless, offer it as one question ("Aseprite isn't open —
open it, or should I work headless and save the files to …?"). Switch only on
their answer. A user who wanted to watch in their window and got files
instead has been ignored, and the .aseprite they had open is a file you were
never meant to write.
Switching mid-task is allowed when the user asks for it; each side keeps its
own documents. Headless refuses to open or save a file the user's window has
open (file_open_in_editor) — that refusal is the answer, not an obstacle to
route around. Say which mode you used in the report.
Routing
| The user wants | Chain |
| Something new, loosely described ("a knight") | aseprite:brief + aseprite:concept (one message) → aseprite:new → aseprite:palette if the palette is not settled → aseprite:draw → aseprite:shade → aseprite:review |
| Something new, fully specified | aseprite:concept → aseprite:new → aseprite:draw → aseprite:shade → aseprite:review |
| Pixel art of a picture the user supplied ("make this character a sprite") | aseprite:brief if size or palette is open → aseprite:concept from its reference step → aseprite:new → aseprite:draw → aseprite:review |
| An animation of a character | the drawing chain above if nothing exists yet, with a storyboard in the concept prompt → aseprite:rig → aseprite:animate → aseprite:review |
| An animation of a sprite that is already rigged | aseprite:concept for the storyboard (offer) → aseprite:animate → aseprite:review |
| Tiles, terrain, level art | aseprite:brief if open-ended → aseprite:concept (an environment sheet) → aseprite:tileset → aseprite:review |
| Colours changed, a retro look, a cleanup | aseprite:palette → aseprite:review |
| Volume, light, "it looks flat" | aseprite:shade → aseprite:review |
| A change to existing art ("make it more menacing", "fix the hands") | aseprite:fix → aseprite:review |
| An opinion ("is this good?", "why does it look off?") | aseprite:review only — report, do not edit unless asked |
| Files for an engine or for sharing | aseprite:review if not already done → aseprite:export |
| Words on the art — a label, score, title card | aseprite:draw (its Text section) → aseprite:review |
| Nine-slice UI panels, pivots or hotspots for an engine | aseprite:export (slices) |
| Share the finished work in the community gallery | aseprite:review if not already done → aseprite:submit |
If a request fits no row, it is usually a direct tool call ("rename the layer",
"add a frame"): make it, look if pixels changed, and say what you did.
Subject rules
Before a stage draws or animates something, read the rule files for its
subject — every stage, and every agent you hand a stage to. Two or three files
is normal; reading all of them is not. Each one has size budgets, mistakes, a
review list and ```grid templates to transcribe with draw op grid.
| Drawing | Read |
| Any character | rules://30-proportions-by-size, rules://31-anatomy-and-pose, rules://36-character-design |
| Its face, eyes, expression | rules://32-heads-and-faces, rules://33-eyes-and-expressions |
| Hands, feet, a held weapon | rules://34-hands-and-feet |
| Hair, clothing, armour, capes | rules://35-hair-and-clothing, rules://23-materials-soft |
| A turnaround, top-down or 8-direction set | rules://37-views-and-directions, rules://47-top-down-animation |
| A dialogue portrait | rules://38-portraits |
| Any animation | rules://40-timing-and-spacing, plus the cycle below |
| Idle, walk/run, jump, attack | rules://41-idle-and-breathing, rules://42-walk-and-run, rules://43-jump-fall-land, rules://44-attacks-and-impacts |
| Hair, capes, tails in motion; tiny movement | rules://45-secondary-motion, rules://46-subpixel-animation |
| Animals | rules://50-quadrupeds, rules://51-animal-gaits, rules://52-birds-and-flight, rules://53-small-creatures |
| Monsters | rules://54-monster-design, rules://36-character-design |
| Sky, landscape, a background | rules://60-skies-and-atmosphere, rules://61-landscapes-and-terrain, rules://62-parallax-backgrounds |
| Trees, water, ground | rules://63-trees-and-foliage, rules://64-water, rules://65-ground-rocks-grass |
| Tilesets, buildings, rooms | rules://66-tiles-and-autotiling, rules://67-architecture-and-interiors |
| Anything with depth: perspective, isometric, solid forms | rules://70-perspective, rules://71-isometric, rules://72-3d-forms |
| Items, weapons, vehicles, rotating objects | rules://73-props-and-items, rules://74-vehicles-and-machines, rules://75-rotation-and-turnarounds |
| Fire, smoke, magic, hits, particles, weather | rules://80-vfx-fire-smoke-magic, rules://81-impacts-and-game-feel, rules://82-particles-and-weather |
| UI, icons, text | rules://83-ui-and-icons, rules://84-bitmap-fonts |
| Colour, materials, light | rules://20-color-for-pixel-art, rules://22-materials-hard, rules://23-materials-soft, rules://24-lighting-scenarios |
| A retro platform look or a fixed palette | rules://21-limited-and-platform-palettes, rules://90-platform-styles |
| Line quality, AA, dithering, small sizes | rules://10-lines-and-curves, rules://11-clusters-and-noise, rules://12-anti-aliasing, rules://13-dithering-and-texture, rules://14-readability-and-scale |
| A whole scene | rules://91-composition-and-scenes |
| Review, or "it looks AI-made" | rules://92-generated-art-tells, rules://07-review-checklist |
Specialists
Claude Code and omp ship four agents. Use them when the harness offers them; elsewhere, run the matching skill yourself.
| Agent | Takes over | Instead of |
palette-smith | proposing and justifying a palette | aseprite:palette |
rig-builder | planning and building the layer rig | aseprite:rig |
animation-director | key poses, timing and tags before frames are drawn — and the storyboard panels for the concept prompt | the planning half of aseprite:animate |
pixel-critic | a scored, located critique; read-only | aseprite:review |
Give an agent the brief, the PixelSpec if there is one, the document name and the stage it owns — it starts with no memory of this conversation. Run agents one at a time: they all edit the same open document, and two at once will fight over the active layer and frame.
What this workflow must not do
- Skip the brief on an open-ended request to seem fast. Guessed size and palette cost a full redraw when they are wrong.
- Skip the concept offer on something new because drawing straight away looks faster. The user decides whether to generate references; you decide only how to phrase the prompt.
- Pixelize a reference — downscale it onto the canvas and call it art. It is a guide for shapes and poses; the pixels are still drawn.
- Ask about things a default covers. Light from the upper-left is not worth a round trip.
- Declare done without
lookand a review. A tool result saying pixels changed is not evidence the sprite is right. - Leave the user's document in a state they did not ask for — stray scratch layers, a changed active frame, colours added to the palette without saying so.
Related
rules://index for the craft every stage relies on, rules://07-review-checklist
for what "finished" means.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
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.

