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with-pebblywith-pebbly/aseprite-ai-artist/skills/studio/SKILL.md

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.

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Projects with it also use design.

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  • Microsoft AzureSkill

    design

    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

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
  1. Distinctive:

    If not ready, stop and tell the user what to fix.

    line 25
  2. Distinctive:

    Keep the fix only if it picks the new one.

    line 101
  3. Distinctive:

    Do not change pixels after the last critique.

    line 104
  4. Distinctive:

    Read the flags first, then the request.

    line 117
  5. Very specific:

    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 …

    line 163
  6. Distinctive:

    Before a stage draws or animates something, read the rule files for its subject — every stage, and every agent you hand a stage to.

    line 168

“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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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

  1. 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 your look previews and the files you save. Decide before the first call, from the request — see Live or headless below — and pass it: preflight mode="headless" or preflight mode="live". When the request says nothing either way, call preflight without mode and 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_manage op save_as) before reporting.

  2. Read the room. sprite_info on 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.
  3. 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.
  4. 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.
  5. Design before drawing. Anything new — a character, a prop, a scene, an animation — goes through aseprite:concept before 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:concept reads them into a PixelSpec and imports them. If the user already supplied reference art, skip the prompt and go straight to reading it.
  6. 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.
  7. Look after every stage that changed pixels. look op preview for the read, op ascii when position matters, op compare when there is a reference. A stage is done when you have seen its result, not when its tool reported success.
  8. Get judged by someone who did not draw it. For anything you drew or changed, hand the result to the pixel-critic agent 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, run aseprite:review and 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 (or op="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 from look op="ascii". Restoring means writing those rows back as a grid at the same x/y, or opening the copy and layer 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 a grid — 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.

  9. 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 look preview 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 requestMode
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 displayheadless
anything else — draw me a knight, animate this, a paletteno 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 wantsChain
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 specifiedaseprite: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 characterthe 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 riggedaseprite:concept for the storyboard (offer) → aseprite:animate → aseprite:review
Tiles, terrain, level artaseprite:brief if open-ended → aseprite:concept (an environment sheet) → aseprite:tileset → aseprite:review
Colours changed, a retro look, a cleanupaseprite: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 sharingaseprite:review if not already done → aseprite:export
Words on the art — a label, score, title cardaseprite:draw (its Text section) → aseprite:review
Nine-slice UI panels, pivots or hotspots for an engineaseprite:export (slices)
Share the finished work in the community galleryaseprite: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.

DrawingRead
Any characterrules://30-proportions-by-size, rules://31-anatomy-and-pose, rules://36-character-design
Its face, eyes, expressionrules://32-heads-and-faces, rules://33-eyes-and-expressions
Hands, feet, a held weaponrules://34-hands-and-feet
Hair, clothing, armour, capesrules://35-hair-and-clothing, rules://23-materials-soft
A turnaround, top-down or 8-direction setrules://37-views-and-directions, rules://47-top-down-animation
A dialogue portraitrules://38-portraits
Any animationrules://40-timing-and-spacing, plus the cycle below
Idle, walk/run, jump, attackrules://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 movementrules://45-secondary-motion, rules://46-subpixel-animation
Animalsrules://50-quadrupeds, rules://51-animal-gaits, rules://52-birds-and-flight, rules://53-small-creatures
Monstersrules://54-monster-design, rules://36-character-design
Sky, landscape, a backgroundrules://60-skies-and-atmosphere, rules://61-landscapes-and-terrain, rules://62-parallax-backgrounds
Trees, water, groundrules://63-trees-and-foliage, rules://64-water, rules://65-ground-rocks-grass
Tilesets, buildings, roomsrules://66-tiles-and-autotiling, rules://67-architecture-and-interiors
Anything with depth: perspective, isometric, solid formsrules://70-perspective, rules://71-isometric, rules://72-3d-forms
Items, weapons, vehicles, rotating objectsrules://73-props-and-items, rules://74-vehicles-and-machines, rules://75-rotation-and-turnarounds
Fire, smoke, magic, hits, particles, weatherrules://80-vfx-fire-smoke-magic, rules://81-impacts-and-game-feel, rules://82-particles-and-weather
UI, icons, textrules://83-ui-and-icons, rules://84-bitmap-fonts
Colour, materials, lightrules://20-color-for-pixel-art, rules://22-materials-hard, rules://23-materials-soft, rules://24-lighting-scenarios
A retro platform look or a fixed paletterules://21-limited-and-platform-palettes, rules://90-platform-styles
Line quality, AA, dithering, small sizesrules://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 scenerules://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.

AgentTakes overInstead of
palette-smithproposing and justifying a paletteaseprite:palette
rig-builderplanning and building the layer rigaseprite:rig
animation-directorkey poses, timing and tags before frames are drawn — and the storyboard panels for the concept promptthe planning half of aseprite:animate
pixel-critica scored, located critique; read-onlyaseprite: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 look and 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.

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