layer-pixel-art — Claude Code skill: pixel art and sprite sheets
A skill for making pixel art with Layer: sprites, tiles, walk cycles, and packing frames into a sheet. Useful when output comes back blurry or off-grid.
npx skills add layerai/skills --skill layer-pixel-art -a claude-codeWhat layer-pixel-art does
Pixel art is the generation task that most often returns subtly wrong: a picture of pixel art, soft-edged and anti-aliased at some arbitrary grid. This skill fights that with explicit numbers. Name the grid and the palette every time — "32x32 sprite", "limited 16-colour palette, muted earth tones". Give the model no grid and you get something pixel-ish at no particular resolution, and no cleanup will fix it afterwards.
The defects are predictable, so list them as exclusions: no anti-aliasing, no blur, no gradients, hard-edged pixels only. Where the model takes negative_prompt, put them there instead. State the background too — transparent, or a flat single colour — because a generated backdrop has to be cut out, and pixel art does not survive a sloppy cut.
Never ask one generation for a whole sheet. The model returns a grid of loosely related drawings and the character shifts between cells, which is the one thing a sheet must not do. Generate and approve a single frame first, then each remaining frame on its own with the approved one attached as reference_image, describing only the pose change. Every frame references frame one, not the frame before it; chain them and the character drifts by frame four. pack_sprite_sheet assembles the frames into uniform cells, and split_sprite_sheet cuts an existing sheet into its cells.
What it helps with
- generate a character sprite on a 32x32 grid with no blur
- pack separate animation frames into a sheet with even cells
- split someone else's sheet into frames to edit just one
- build a walk cycle where the character stays the same across frames
- get a tile that repeats without a visible seam
Example prompts for the agent
- Make a 32x32 pixel art sprite of a knight, side view, 16-colour palette, hard-edged pixels, no anti-aliasing, transparent background
- Pack these four frames into a sheet with
pack_sprite_sheet - Split
knight_sheet.pnginto individual frames, I only want to fix one
How to install layer-pixel-art
1Skills CLI (Vercel)
npx skills add layerai/skills --skill layer-pixel-art -a claude-code2Manually: put the files in place
~/.claude/skills/layer-pixel-art/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/layer-pixel-art/
1Skills CLI (Vercel)
npx skills add layerai/skills --skill layer-pixel-art -a codex2Manually: put the files in place
.agents/skills/layer-pixel-art/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add layerai/skills --skill layer-pixel-art -a cursor2Manually: put the files in place
.cursor/skills/layer-pixel-art/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install layerai/skills layer-pixel-art2Manually: put the files in place
.github/skills/layer-pixel-art/SKILL.md1Skills CLI (Vercel)
npx skills add layerai/skills --skill layer-pixel-art -a gemini-cli2Platform CLI
gemini skills install https://github.com/layerai/skills --path skills/layer-pixel-artManually: put the files in place
.devin/skills/layer-pixel-art/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add layerai/skills --skill layer-pixel-art -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-pixel-art
How do I install layer-pixel-art in Claude Code?
Run npx skills add layerai/skills --skill layer-pixel-art -a claude-code. The skill lands at ~/.claude/skills/layer-pixel-art/SKILL.md.
What does layer-pixel-art do?
It lays out how to ask Layer for pixel art: state the grid and palette as numbers, list exclusions such as anti-aliasing and blur, and generate animation frames one at a time from an approved reference. It also covers packing frames into a sheet and cutting a sheet apart.
Why does my pixel art come back blurry?
The model's defaults add anti-aliasing, blur and gradients. The skill has you name those as exclusions in the prompt or in negative_prompt, and state the grid size outright.
Source text
SKILL.md · MIT
--- name: layer-pixel-art description: "Use when making pixel art with Layer: sprites, retro game characters, pixel icons, pixel tiles, or a sprite sheet and walk cycle. Also when generated pixel art comes back blurry, anti-aliased, or at the wrong grid size, and when packing separate frames into a sheet or cutting an existing sheet into frames. Keywords: pixel art, sprite, sprite sheet, spritesheet, 16-bit, 32x32, walk cycle, animation frames, palette, dithering, pack, split." license: MIT --- # Layer Pixel Art ## Overview Pixel art is the generation task most likely to come back subtly wrong: a picture _of_ pixel art, soft-edged and anti-aliased at an arbitrary grid, rather than pixel art. Getting it right is mostly about excluding the defaults. Layer ships two deterministic sprite-sheet utilities alongside generation. `pack_sprite_sheet` assembles separate frame images into one uniform-cell sheet on a transparent background, and `split_sprite_sheet` cuts a sheet into its cells in reading order. These are named directly rather than discovered because they are first-party tools rather than models, with no competing alternative in the catalogue. Generation mechanics are in the `layer` skill. 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. ## Name the grid and the palette Both, every time, as numbers. - **Grid**: "32x32 sprite", "16x16 tile". A model given no grid produces something pixel-ish at no particular resolution, which cannot be cleaned up afterwards. - **Palette**: a count and a family. "Limited 16-colour palette, muted earth tones" constrains the output in a way "retro colours" does not. - **Era**, when the user has one in mind: 8-bit NES-era flat colour, 16-bit SNES-era with shading ramps, or modern high-resolution pixel art. These look nothing alike. ## Exclude the defaults, in the prompt The defects are predictable, so name them as exclusions: no anti-aliasing, no blur, no gradients, no soft shadows, hard-edged pixels only, one pixel per cell. Where the model declares `negative_prompt`, put them there instead. Also state the background: "isolated on transparent background" or "flat single-colour background", since a generated backdrop has to be cut out and pixel art does not survive a sloppy cut. ## Sprite sheets and walk cycles Do not ask one generation for a sheet of frames. Models produce a grid of loosely related drawings, and the character changes between cells, which is exactly what a sheet must not do. The working sequence: 1. Generate and approve **one** frame: the idle or contact pose, isolated on transparent. 2. Generate each remaining frame separately, with the approved frame attached as `reference_image`, and describe only what changed: "same character, same palette, same 32x32 grid, left leg forward mid-stride, right arm back." 3. Review the frames as a set and reroll the ones that drifted. 4. `pack_sprite_sheet` to assemble them into a uniform-cell sheet. Its input schema is the authority on the argument shape, so read it rather than assuming the parameter name. Every frame after the first references **frame one**, not the frame before it. Chaining each frame off the last one compounds drift, so by frame four the knight is a different knight. When a trained pixel style is in play, attach it as `reference_sets` and omit `base_model_id` entirely, so the server picks a model that can apply it. Use the same set, the same weight, and the same reference frame on every frame of the cycle. A four-frame cycle (contact, down, passing, up) reads as motion and is far more reliable than eight. Start there and add frames only if the motion needs them. Going the other way, `split_sprite_sheet` cuts a user's existing sheet into individual frames, which is the way to edit one frame of a sheet without touching the others. ## Tiles A pixel tile that repeats seamlessly is a tiling problem before it is a pixel problem, so filter for the `tileability` capability and read `layer-textures` for how to specify scale and avoid visible repetition. Everything on this page about grid, palette, and hard edges still applies. ## Worked example "A 32x32 walk cycle for our knight sprite." 1. Generate the contact pose. `list_base_models` with `filter.use_case: "text_to_image"`, take the first result, then prompt: "32x32 pixel art sprite of an armoured knight, side view, contact pose with left foot forward, limited 16-colour palette, 16-bit era shading, hard-edged pixels, no anti-aliasing, no blur, no gradients, isolated on transparent background." 2. Approve one. This frame is now the reference for everything else. 3. Three more runs, one per remaining frame, each attaching the approved frame as `reference_image` and naming only the pose change. 4. Check the four together for drift in palette, height, and armour detail. Reroll any that moved. 5. `pack_sprite_sheet` with the four `file_id` values, which returns the sheet on a transparent background. ## Common mistakes - Omitting the grid size, then trying to downsample a soft image into pixels. - Asking one generation for a whole sprite sheet. - Forgetting the anti-aliasing and blur exclusions, which are the defaults being excluded. - Generating frames independently with no reference frame, so the character drifts. - Generating an eight-frame cycle before a four-frame one works. - Accepting a generated background instead of asking for transparent. - Packing a sheet by hand when `pack_sprite_sheet` produces uniform cells deterministically.
© layerai · MIT · layerai/skills