create-game-assets — Claude Code skill: what it does, how to install
A skill that carries a game's art from style brief and asset manifest to alpha checks and contact sheets. Handy once sprites start drifting out of style.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill create-game-assets -a claude-codeWhat create-game-assets does
The skill turns visual intent into an asset set an engine can take. It starts by finding what the project already has: screenshots, sprites, import settings, target resolution, naming rules. Then it locks the technical frame in assets/art-direction-brief.md and fills a manifest copied from assets/asset-manifest.json, with size, pivot, license and approval state for each file. Image generation is one production tool in that pipeline, not proof the asset ships.
One hero asset gets approved first, judged at real game scale over a gameplay background. Everything else is produced as a family from that reference, so palette, view and line weight stay put. The skill hands the generation step prompt blocks: gameplay role, subject, camera, art direction, the silhouette that must survive at target size, technical output, locks and exclusions. Normalizing comes after: crop, anchor, slice, alpha check.
QA runs on two bundled scripts. scripts/asset_report.py checks size, color count and alpha, and --require-alpha also fails an RGBA file that is fully opaque, which is how a baked background shows up. scripts/build_preview_sheet.py builds a nearest-neighbor contact sheet. Both need Python 3.10+ and Pillow 10–13, and Pillow 13 already wants Python 3.11+. Install the dependency from scripts/requirements.txt before the first run, or nothing starts.
What it helps with
- lock one palette and outline weight across sprites and tilesets
- catch a baked background hiding behind a fake alpha channel
- preview animation frames at native resolution on a contact sheet
- track the source and license of every approved asset
- repair tile seams before a level is built on them
Example prompts for the agent
- Write the art-direction brief and asset manifest for our 2D platformer into `assets/art-direction-brief.md`
- Generate the player sprite family from the approved hero asset and keep the palette fixed
- Run `scripts/asset_report.py` on `assets/player-idle.png` with `--expect-size 64x64 --require-alpha` and show me the report
How to install create-game-assets
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill create-game-assets -a claude-code2Manually: put the files in place
~/.claude/skills/create-game-assets/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/create-game-assets/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill create-game-assets -a codex2Manually: put the files in place
.agents/skills/create-game-assets/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill create-game-assets -a cursor2Manually: put the files in place
.cursor/skills/create-game-assets/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills create-game-assets2Manually: put the files in place
.github/skills/create-game-assets/SKILL.md1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill create-game-assets -a gemini-cli2Platform CLI
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/disciplines/create-game-assetsManually: put the files in place
.devin/skills/create-game-assets/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill create-game-assets -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set40
The whole set →Similar
Questions about create-game-assets
How do I install create-game-assets in Claude Code?
Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill create-game-assets -a claude-code. The skill lands at ~/.claude/skills/create-game-assets/SKILL.md.
What does create-game-assets do?
It takes an asset through inspection, an approved reference, family generation and normalization, then checks size, alpha and seams. Along the way it keeps a manifest with licenses and approval status.
What do the QA scripts need to run?
Python 3.10+ and Pillow 10–13, with Python 3.11+ required for Pillow 13. Install it with python -m pip install -r scripts/requirements.txt.
Source text
SKILL.md · Apache-2.0
---
name: create-game-assets
description: Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
---
# Create Game Assets
Turn a game's visual intent into a consistent, engine-ready asset set. Treat image generation as
one production tool inside a controlled pipeline, never as proof that an asset is shippable.
## Core workflow
1. **Inspect before inventing.** Find existing screenshots, concept art, sprites, models, fonts,
import settings, camera framing, target resolution, and naming conventions. Preserve a coherent
existing direction unless the user asks for a redesign.
2. **Lock the technical frame.** Record engine, 2D/3D, camera/view, native display size, asset
dimensions, world scale, transparency, palette, filtering, animation frames, texture budget,
and target platforms. Use `assets/art-direction-brief.md` as a copyable brief.
3. **Name the visual system.** Define shape language, silhouette priorities, value structure,
palette roles, materials, lighting, detail density, edge treatment, and motion character. Use
concrete visual properties; do not substitute a living artist's name for an art direction.
4. **Make an asset manifest.** Copy `assets/asset-manifest.json`, then list every required asset,
state, variant, size, pivot, collision role, source, license, and approval status. Separate
production assets from disposable greybox placeholders.
5. **Approve one visual target.** Create or select a representative hero asset or small style
board before producing a full set. Judge it at actual game scale and against a gameplay
background. If the user delegated the choice, pick the strongest viable direction and record
the decision instead of blocking.
6. **Produce related assets as families.** Reuse the approved target as an edit/reference input.
Keep palette, view, proportions, lighting, outline, and texture density invariant. Generate
small coherent batches; avoid unrelated one-off prompts that drift.
7. **Normalize deterministically.** Crop, size, anchor, slice, name, compress, and check alpha with
ordinary image/DCC tools. Never trust generated grids, transparency, seams, pivots, topology,
or dimensions without inspection. Use the bundled scripts for raster QA and contact sheets.
8. **Import with engine-native settings.** Set filtering, mipmaps, pixels-per-unit/world scale,
color space, compression, sprite slicing, texture types, materials, and collision deliberately.
Read the relevant engine skill before editing engine files.
9. **Validate in context.** Inspect a contact sheet and the actual game at native resolution.
Check silhouette, scale, animation stability, seams, legibility, palette, collision fit, memory,
and compression artifacts. Iterate on the source asset, not only on runtime compensations.
10. **Record provenance.** Keep the source URL/tool, license or generation note, edit history, and
restrictions beside the manifest. Preserve embedded provenance metadata when the pipeline can.
## Choose the production path
| Need | Default path |
|------|--------------|
| Existing asset needs a controlled change | Edit the original/reference; state what must remain unchanged |
| New 2D visual family | Approve seed → generate/source family → normalize → preview → import |
| True pixel art | Use generated work as a draft; enforce grid, palette, clusters, and frames with pixel tools |
| Tileable surface or tileset | Produce a small family; repair seams; test repeated 3×3 before approval |
| UI art or icons | Keep text and interaction code-native; prefer SVG/vector for simple geometric symbols |
| 3D model or material | Use concepts as reference; author/clean in a DCC; validate topology, UVs, scale, pivots, and LODs |
| No generation/edit tool is available | Build the brief and manifest; source licensed assets or keep explicit greybox placeholders |
| Audio asset | Route sound implementation and mixing to `audio-design`; still track source/license in the manifest |
## Image-generation handoff
When a capable image generation or editing tool is installed, use it for live visual creation. If
the workspace exposes an `imagegen` skill, read and follow it for the actual generation/edit call;
this skill owns the game-art brief, constraints, normalization, and acceptance gates.
Build prompts from these blocks:
```text
ROLE/PURPOSE: production asset for [gameplay role]
SUBJECT: [specific object/character and action]
VIEW: [orthographic/top-down/side/three-quarter], [camera and facing]
ART DIRECTION: [shape language], [palette roles], [materials], [edge treatment]
GAME-SCALE READ: [silhouette and focal details that must survive at WxH]
TECHNICAL OUTPUT: [dimensions/aspect], [transparent or scene background], [frame/slot count]
LOCKS: preserve [identity, proportions, palette, costume, lighting, line weight]
EXCLUDE: text, labels, mockup frames, scenery, duplicate objects, cropped edges, signatures
```
For edits, say both what changes and what stays fixed. Ask for transparent output through the
tool's native transparency option when available, then verify the alpha channel—prompt wording
alone does not guarantee transparency.
## Raster QA recipes
Inspect constraints and emit a machine-readable report. `--require-alpha` also fails an RGBA file
whose every pixel is opaque, which is how a baked background or fake checkerboard shows up:
```bash
python scripts/asset_report.py assets/player-idle.png \
--expect-size 64x64 --require-alpha --max-colors 48 --json
```
Build a nearest-neighbor contact sheet over a checkerboard:
```bash
python scripts/build_preview_sheet.py output/player/*.png \
--out output/player-preview.png --columns 4 --cell-size 192
```
Run script paths relative to this skill directory, or resolve the installed skill path first.
Both scripts require Python 3.10+ and Pillow 10–13 (Pillow 13 needs Python 3.11+). Install the
only dependency with `python -m pip install -r scripts/requirements.txt` when it is not already
available.
## Quality gates
- **Cohesion:** related assets share palette roles, line/edge treatment, view, light direction,
scale, and detail density.
- **Gameplay read:** silhouettes and state changes remain clear at native resolution, in motion,
and over real backgrounds.
- **Technical fit:** exact size/frame count, usable alpha, stable anchors/pivots, correct color
space/filtering, no clipped content, no accidental labels or baked mockup chrome.
- **Animation:** identity, volume, proportions, costume, facing, and baseline do not drift; timing
and anticipation read in an in-engine preview.
- **Tiles/backgrounds:** required edges tile without seams; repetition is tolerable; parallax
layers have intentional depth and no baked collision cues.
- **3D:** transforms, scale, pivot, normals, UVs, materials, topology, rig, collision proxies,
LODs, and runtime format are checked rather than inferred from a render.
- **Rights:** every shipped file has recorded provenance and terms compatible with the project.
Do not call an asset production-ready from a prompt result alone. Approval requires the relevant
technical checks plus an in-engine or native-scale visual inspection.
## References
- For visual-system decisions and maintaining consistency, read
`references/art-direction.md`.
- For sprites, animation strips, tiles, backgrounds, UI art, and engine import settings, read
`references/raster-pipeline.md`.
- For concept-to-mesh, textures, glTF/GLB, LOD, collision, and runtime validation, read
`references/three-d-pipeline.md`.
- For licenses, generated-media records, and provenance, read
`references/provenance.md`.
## Related skills
- `game-ui-ux` for layout, navigation, readability, and accessible interaction.
- `game-feel`, `shader-programming`, and `audio-design` for presentation after the source art fits.
- Engine import/rendering skills such as `godot-tilemap`, `unity-tilemap-2d`,
`pixijs-rendering`, and `threejs-gltf-loading`.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills