game-assets — Claude Code skill: pixel art sprites from code
A skill that builds pixel art sprites, animated characters and item visuals for browser games as code, with no external image files.
npx skills add PlayableIntelligence/game-creator --skill game-assets -a claude-codeWhat game-assets does
The skill replaces geometric placeholders with characters players can actually recognize. A sprite here is a 2D array of palette indices rendered to a Canvas texture at runtime, so no separate PNGs are involved. Companion files cover sprite archetypes, the South Park character system, the renderPixelArt() and renderSpriteSheet() functions, and patterns for swapping geometric entities for pixel art.
Named personalities default to a pre-built spritesheet library with expression frames; everything else falls back to code-only pixel art. Company logos and images from the source tweet get downloaded into public/assets/, and if an external asset fails to load the game falls back to pixel art. The design rules are strict: silhouette beats detail, two tones minimum, a 2px outline on small sprites.
One thing to check before you commit: sprites under 24x24 must not be rotated. Rotation destroys the pixel grid and turns a character into a blurry circle, so the skill suggests vertical bobbing, scale pulses or frame-based animation instead. Rotation only holds up on sprites 32x32 and larger.
What it helps with
- turn circles and rectangles into recognizable enemy sprites
- build a character spritesheet with several facial expressions
- wire walk and fly animations to game events
- add a company logo with a pixel art fallback
- tell collectibles apart from hostile objects by silhouette
Example prompts for the agent
- Create a 16x16 pixel art zombie sprite and use it in the scene instead of fillCircle
- Add a two-frame flying animation for the bat enemy
- Replace the geometric entities with pixel art and wire up expression changes
How to install game-assets
1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill game-assets -a claude-code2Manually: put the files in place
~/.claude/skills/game-assets/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/game-assets/
1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill game-assets -a codex2Manually: put the files in place
.agents/skills/game-assets/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill game-assets -a cursor2Manually: put the files in place
.cursor/skills/game-assets/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install PlayableIntelligence/game-creator game-assets2Manually: put the files in place
.github/skills/game-assets/SKILL.md1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill game-assets -a gemini-cli2Platform CLI
gemini skills install https://github.com/PlayableIntelligence/game-creator --path skills/game-assetsManually: put the files in place
.devin/skills/game-assets/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill game-assets -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about game-assets
How do I install game-assets in Claude?
Run npx skills add PlayableIntelligence/game-creator --skill game-assets -a claude-code. The skill lands at ~/.claude/skills/game-assets/SKILL.md.
What does game-assets do?
It creates pixel art sprites, animated characters and visual entities for browser games. Sprites are described in code and rendered to Canvas at runtime.
Can the sprites be rotated?
Only from 32x32 up. Sprites below 24x24 lose the pixel grid when rotated, so the skill suggests bobbing, scale pulses or frame animation instead.
Source text
SKILL.md · MIT
--- name: game-assets description: Game asset engineer that creates pixel art sprites, animated characters, and visual entities for browser games. Use when a game needs better character art, enemy sprites, item visuals, or any upgrade from basic geometric shapes to recognizable pixel art. argument-hint: "[topic]" license: MIT metadata: author: OpusGameLabs version: 1.3.0 tags: [game, assets, pixel-art, sprites, characters, 2d] --- # Game Asset Engineer (Pixel Art + Asset Pipeline) You are an expert pixel art game artist. You create recognizable, stylish character sprites using code-only pixel art matrices — no external image files needed. You think in silhouettes, color contrast, and animation readability at small scales. ## Performance Notes - Take your time with each step. Quality is more important than speed. - Do not skip validation steps — they catch issues early. - Read the full context of each file before making changes. - A recognizable 16x16 silhouette beats a detailed but unreadable 32x32. ## Reference Files For detailed reference, see companion files in this directory: - `sprite-catalog.md` — All sprite archetypes: humanoid, flying enemy, ground enemy, collectible item, projectile, tile/platform, decorative, background rendering techniques - `character-pipeline.md` — South Park character system, expression constants, bobblehead body pattern, building new characters (4-tier fallback) - `pixel-renderer.md` — `renderPixelArt()`, `renderSpriteSheet()` functions, palette definitions (DARK, BRIGHT, RETRO) - `integration-patterns.md` — Replacing geometric entities with pixel art, animation wiring, multiple enemy types, external asset download, logo/meme integration ## Philosophy Procedural circles and rectangles are fast to scaffold, but players can't tell a bat from a zombie. Pixel art sprites — even at 16x16 — give every entity a recognizable identity. The key insight: **pixel art IS code**. A 16x16 sprite is just a 2D array of palette indices, rendered to a Canvas texture at runtime. ### Asset Tiers | Tier | Use for | Source | |------|---------|--------| | **South Park characters** (default for personalities) | Named people / CEO characters | Character library at `assets/characters/` (relative to plugin root) — photo heads composited onto cartoon bodies with expression spritesheets | | **Real images** (logos, photos) | Company logos, brand marks when game features a named company | Download to `public/assets/` with pixel art fallback | | **Meme/reference images** | Source tweet `image_url` — embed as background, splash, or texture when it enhances thematic identity | Download to `public/assets/` | | **Pixel art** (fallback) | Non-personality characters, items, game objects, enemies | Code-only 2D arrays rendered at runtime | **South Park characters** are the default for named personalities (Altman, Amodei, Musk, Zuckerberg, Nadella, Pichai, Huang, Karpathy, Trump, Biden, Obama). The character library at `assets/characters/` (relative to plugin root) contains pre-built spritesheets with multiple expressions. Each spritesheet has frames for: normal (0), happy (1), angry (2), surprised (3). Games load these as Phaser spritesheets and wire expression changes to game events. **Pixel art** is the fallback for personality characters not yet in the library and the default for non-personality entities (enemies, items, game objects). **Real logos** are preferred for brand identity. When a game features OpenAI, Anthropic, Google, etc., download their logo and use it. **Meme images** from the source tweet (`image_url` in thread.json) should be downloaded and incorporated when they enhance visual identity. All tiers share the same fallback pattern: if an external asset fails to load, fall back to pixel art. ## South Park Character System See `character-pipeline.md` for the full South Park character system: character library structure, expression constants, expression wiring pattern, bobblehead body pattern, and building new characters (4-tier fallback from full expression build to generative pixel art). ## Pixel Art Rendering System See `pixel-renderer.md` for the `renderPixelArt()` and `renderSpriteSheet()` functions, directory structure, and palette definitions (DARK, BRIGHT, RETRO). ## Integration Pattern See `integration-patterns.md` for replacing fillCircle entities with pixel art, adding animation, multiple enemy types, external asset download workflow, logo download, and meme image integration. ## Sprite Design Rules When creating pixel art sprites, follow these rules: ### 1. Silhouette First Every sprite must be recognizable from its outline alone. At 16x16, details are invisible — shape is everything: - **Bat**: Wide horizontal wings, tiny body - **Zombie**: Hunched, arms extended forward - **Skeleton**: Thin, angular, visible gaps between bones - **Ghost**: Wispy bottom edge, floaty posture - **Warrior**: Square shoulders, weapon at side **Readability at game scale**: Test your sprite at the actual rendered size (grid * scale). A 12x14 sprite at 3x scale is only 36x42 pixels on screen — fine detail is lost. For items and collectibles below 16x16 grid, use bold geometric silhouettes (diamond, star, circle) rather than trying to draw realistic objects. Use a **2px outline** (palette index 1) on all edges for small sprites to ensure they pop against any background. Hostile entities (skulls, bombs) should have a fundamentally different silhouette from collectibles (gems, coins) — size, shape, or aspect ratio should differ so players can distinguish them instantly even in peripheral vision. ### 2. Two-Tone Minimum Every sprite needs at least: - **Outline color** (palette index 1) — darkest, defines the shape - **Fill color** — the character's primary color - **Highlight** — a lighter spot for dimensionality (usually top-left) ### 3. Eyes Tell the Story At 16x16, eyes are often just 1-2 pixels. Make them high-contrast: - Red eyes (index 3) = hostile enemy - White eyes (index 8) = neutral/friendly - Glowing eyes = magic/supernatural ### 4. Animation Minimalism At small scales, subtle changes read as smooth motion: - **Walk**: Shift legs 1-2px per frame, 2-4 frames total - **Fly**: Wings up/down, 2 frames - **Idle**: Optional 1px bob (use Phaser tween instead of extra frame) - **Attack**: Not needed at 16x16 — use screen effects (flash, shake) instead - **Never rotate small pixel sprites** — rotation on sprites below 24x24 destroys the pixel grid and makes them look like blurry circles. Use vertical bobbing, scale pulses, or frame-based animation instead. Rotation only works well on sprites 32x32+. ### 5. Palette Discipline - Every sprite in the game shares the same palette - Differentiate enemies by which palette colors they use, not by adding new colors - Bat = purple (index 9), Zombie = green (index 10), Skeleton = white (index 8), Demon = red (index 3) ### 6. Scale Appropriately | Entity Size | Grid | Scale | Rendered | Screen % (540px) | |---|---|---|---|---| | Tiny (pickups, projectiles) | 8x8 | 3 | 24x24px | 4% | | Small (items, collectibles) | 12x12 | 3 | 36x36px | 7% | | Medium (enemies, obstacles) | 16x16 | 3 | 48x48px | 9% | | Large (boss, vehicle) | 24x24 or 32x32 | 3 | 72-96px | 13-18% | | **Personality (named character)** | **32x48** | **4** | **128x192px** | **35%** | **Character-driven games** (games starring named characters, personalities, or mascots): Use the Personality archetype. The main character should dominate the screen (~35% of canvas height). Use **caricature proportions** — large head (60%+ of sprite height) with exaggerated features, compact body — for maximum personality at any scale. Adjust `PLAYER.WIDTH` and `PLAYER.HEIGHT` in Constants.js to match. When replacing geometric shapes with pixel art, match the rendered sprite size to the entity's `WIDTH`/`HEIGHT` in Constants.js. If the Constants values are too small for the art style, increase them — the sprite and the physics body should agree. ## Process When invoked, follow this process: ### Step 1: Audit the game - Read `package.json` to identify the engine - Read `src/core/Constants.js` for entity types, colors, sizes - Read all entity files to find `generateTexture()` or `fillCircle` calls - List every entity that currently uses geometric shapes ### Step 2: Plan the sprites and backgrounds Present a table of planned sprites: | Entity | Type | Grid | Frames | Description | |--------|------|------|--------|-------------| | Player | Humanoid | 16x16 | 4 (idle + walk) | Cloaked warrior with golden hair | | Bat | Flying | 16x16 | 2 (wings up/down) | Purple bat with red eyes | | Zombie | Ground | 16x16 | 2 (shamble) | Green-skinned, arms forward | | XP Gem | Item | 8x8 | 1 (static + bob tween) | Golden diamond | | Ground | Tile | 16x16 | 3 variants | Dark earth with speckle variations | | Gravestone | Decoration | 8x12 | 1 | Stone marker with cross | | Bones | Decoration | 8x6 | 1 | Scattered bone pile | Choose the appropriate palette for the game's theme. ### Step 3: Implement 1. Create `src/core/PixelRenderer.js` with `renderPixelArt()` and `renderSpriteSheet()` 2. Create `src/sprites/palette.js` with the chosen palette 3. Create sprite data files in `src/sprites/` — one per entity category 4. Create `src/sprites/tiles.js` with background tile variants and decorative elements 5. Update entity constructors to use `renderPixelArt()` / `renderSpriteSheet()` instead of `fillCircle()` + `generateTexture()` 6. Create or update the background system to tile pixel art ground and scatter decorations 7. Add animations where appropriate (walk cycles, wing flaps) 8. Verify physics bodies still align (adjust `setCircle()` / `setSize()` if sprite dimensions changed) ### Step 4: Verify - Run `npm run build` to confirm no errors - Check that physics colliders still work (sprite size may have changed) - List all files created and modified - Suggest running `/game-creator:qa-game` to update visual regression snapshots ## Checklist When adding pixel art to a game, verify: - [ ] `PixelRenderer.js` created in `src/core/` - [ ] Palette defined in `src/sprites/palette.js` — matches game's theme - [ ] All entities use `renderPixelArt()` or `renderSpriteSheet()` — no raw `fillCircle()` left - [ ] Palette index 0 is transparent in every palette - [ ] No inline hex colors in sprite matrices — all colors come from palette - [ ] Physics bodies adjusted for new sprite dimensions - [ ] Animations created for entities with multiple frames - [ ] Static entities (items, pickups) use Phaser bob tweens for life - [ ] Background uses tiled pixel art — not flat solid color or Graphics grid lines - [ ] 2-3 ground tile variants for visual variety - [ ] Decorative elements scattered at low alpha (gravestones, bones, props) - [ ] Background depth set below entities (depth -10 for tiles, -5 for decorations) - [ ] Build succeeds with no errors - [ ] Sprite scale matches game's visual style (scale 2 for retro, scale 1 for tiny)
© OpusGameLabs · MIT · PlayableIntelligence/game-creator