layer-game-assets — Claude Code skill: what it does, how to install
Production rules for generating game art with Layer: rig-ready Spine characters, parallax environment stacks, and matching 64px icon sets.
npx skills add layerai/skills --skill layer-game-assets -a claude-codeWhat layer-game-assets does
This skill enforces game constraints when generating art via Layer. It guides agents to specify functional silhouettes, neutral limb-separated poses for Spine skeletal rigs, and isolated background tiers. Instead of slicing a finished illustration, it directs the agent to generate parallax layers on transparent plates one run at a time.
Adjectives alone cannot hold a character consistent across prompts. The skill requires attaching an approved anchor asset as a reference_image with the image_editing capability enabled. Using style_reference transfers tone without preserving identity, causing the subject to drift. For interface art, prompts target rendering down to 64px with explicit stroke weights and shared palettes.
What it helps with
- keep character designs consistent across multiple generation runs
- generate occlusion-free character poses ready for Spine skeletal rigs
- produce separate parallax environment tiers on transparent plates
- match stroke weight and perspective across a 64px game icon set
Example prompts for the agent
- Generate a rig-ready goblin sprite with arms clear of the torso on a transparent background
- Create a far-background parallax layer of distant snowy peaks with low contrast
- Generate a frost rune icon matching our approved RPG abilities with a 64px target size
How to install layer-game-assets
1Skills CLI (Vercel)
npx skills add layerai/skills --skill layer-game-assets -a claude-code2Manually: put the files in place
~/.claude/skills/layer-game-assets/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/layer-game-assets/
1Skills CLI (Vercel)
npx skills add layerai/skills --skill layer-game-assets -a codex2Manually: put the files in place
.agents/skills/layer-game-assets/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add layerai/skills --skill layer-game-assets -a cursor2Manually: put the files in place
.cursor/skills/layer-game-assets/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install layerai/skills layer-game-assets2Manually: put the files in place
.github/skills/layer-game-assets/SKILL.md1Skills CLI (Vercel)
npx skills add layerai/skills --skill layer-game-assets -a gemini-cli2Platform CLI
gemini skills install https://github.com/layerai/skills --path skills/layer-game-assetsManually: put the files in place
.devin/skills/layer-game-assets/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add layerai/skills --skill layer-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 layer-game-assets
How do I install layer-game-assets in Claude Code?
Run npx skills add layerai/skills --skill layer-game-assets -a claude-code. The file will be placed in ~/.claude/skills/layer-game-assets/SKILL.md.
What does layer-game-assets do?
It provides prompt engineering rules for game assets in Layer. The instructions govern character silhouettes, Spine rig preparation, parallax depth planes, and UI icon readability.
How does the skill prevent character drift across runs?
Repeated prompt keywords cannot maintain character consistency. The skill requires attaching an approved anchor image as a reference_image while enabling image_editing.
Source text
SKILL.md · MIT
---
name: layer-game-assets
description: "Use when producing in-game art with Layer: characters, heroes, NPCs, enemies and mascots, environment and background concept art, parallax layers, or game UI such as icons, buttons, frames, panels, HUD elements and currency symbols. Also when a cast must stay on-model across many images, when an icon must read at 64px, or when a character must be split into parts for a skeletal rig. Keywords: character art, NPC, enemy, concept art, background, parallax, game UI, HUD, icon set, Spine, rigging."
license: MIT
---
# Layer Game Assets
## Overview
Game art differs from illustration in one way that governs everything: it has to sit in a system.
An icon shares a set, a character shares a cast, a background shares a parallax stack. A beautiful
asset that does not match its neighbours is a defect.
Generation mechanics are in the `layer` skill and prompt craft is in `layer-image`. This skill covers
what those leave out: the constraints specific to art that ships inside a game. Pixel art has its own
rules (`layer-pixel-art`), as do tiling surfaces (`layer-textures`).
If a sibling skill named here is missing from your available skills, ask the user to install it
(`npx skills add layerai/skills --skill <name>`); unattended, proceed from tool schemas and flag the
gap.
## Characters and casts
A character prompt must name the **role** before the look. An enemy grunt, a shopkeeper, and a raid
boss are read differently by players, and silhouette carries that read before any detail does. State
silhouette explicitly: bulk, stance, and the one shape that identifies them at a glance.
Then pin the production terms a prompt cannot leave to chance: full body or portrait, view (front,
three-quarter, side), background treatment (isolated on flat colour if it will be composited), and
whether the pose is neutral for reference or dynamic for key art.
A cast is the hard part. Writing the same adjectives twice does not produce the same character, and
seeds do not carry across prompts. Two things work:
1. **Anchor image.** Approve one hero image, then drive every sibling with it attached as
`reference_image`, filtering for `image_editing`, which is the capability for art that must
reproduce a provided subject. `style_reference` transfers a look only and will not keep the
character, which is the usual reason an anchored cast still drifts.
2. **Trained style.** For a cast that will grow over weeks, train a reference set on approved art and
apply it to every run. See `layer-reference-sets`.
The first is right for a handful of assets this week. The second is right for a live game.
## Rig-ready characters
A character destined for Spine or a skeletal rig needs its parts separable. Generate the character
in a neutral, limbs-apart pose so no part occludes another, on a transparent or flat background, then
separate the parts with `layer-image-editing` using `split_into_layers`.
Occlusion is the thing to get right up front: a crossed arm or a cloak covering the torso means the
hidden geometry does not exist in any layer, and no amount of splitting recovers it. Say
"arms clear of the body, legs apart, cape swept behind and clear of the torso" in the prompt.
## Environments and parallax
An environment prompt needs camera height and depth layers stated, because these are what make a
background sit behind gameplay rather than compete with it. Name the tier the art belongs to:
foreground silhouette, midground playable, far background.
For a parallax stack, generate each layer as a separate run against one shared style anchor, and say
in each prompt what that layer contains and that the rest is empty: "far background only, distant
mountains and sky, nothing in the midground or foreground, isolated on transparent". Generating the
whole scene and splitting it afterwards gives layers that were never designed to move independently.
Keep contrast and saturation deliberately low on gameplay backgrounds. The most common note on
generated game backgrounds is that they are too busy to read characters against.
## UI and icons
State the pixel size in the prompt, and design for the smallest one. An icon set delivered at 512px
that turns to mush at 64px has failed, and the fix is fewer elements and heavier strokes, not a
better upscale.
Hold a set together by naming the shared grammar in every prompt: stroke weight, corner radius,
perspective (flat, isometric, or slight three-quarter), palette, and whether icons sit on a plate or
float free. Generate on transparent backgrounds so the engine can place them.
Extending an existing set is an editing job, not a generation job: attach two or three approved icons
as style references so the new one inherits the grammar rather than reinventing it.
## Worked example
"Six ability icons for our fantasy RPG, matching the two we already approved."
1. The two approved icons already have `file_id` values from their original runs.
2. `list_base_models` with `filter.use_case: "text_to_image"` and
`filter.capabilities: {image_editing: true, square: true}` (an object of booleans, not a list of
names). Take the first result.
3. One run per icon, six runs. Each attaches both approved icons as `reference_image`, and each
prompt names the shared grammar plus the one new subject: "Ability icon, 64px target, flat
three-quarter view, heavy uniform outline, two-tone fill, muted gold and slate palette, isolated
on transparent. Subject: a frost sigil."
4. Estimate the first, confirm the look, then run the remaining five.
5. Review them together at 64px, not individually at full size.
## Common mistakes
- Judging an icon at full resolution instead of at its target size.
- Rewriting the same description and expecting the same character.
- Generating a whole scene, then splitting it into parallax layers afterwards.
- Generating a rig-ready character in a pose where limbs occlude the torso.
- Leaving background treatment unstated on an asset that will be composited.
- High-contrast, busy gameplay backgrounds that characters cannot read against.
- Adding to an approved icon set without attaching the approved icons as references.
© layerai · MIT · layerai/skills