pixel-art · omer-metin — Claude Code skill: pixel art for game sprites
This skill gives your agent working knowledge of pixel art: limited palettes, dithering, subpixel animation, tiles and retro hardware limits. Useful when you draw sprites and tilesets.
npx skills add omer-metin/skills-for-antigravity --skill pixel-art -a claude-codeWhat pixel-art does
The skill makes the agent reason like a pixel artist instead of an image generator. It covers limited palettes, dithering patterns, subpixel animation, tile and autotile design, NES, SNES and GBA constraints, and the HD-2D hybrid approach. Color ramps, hue shifting, selective outlines and mistakes like pillow shading get their own treatment.
Under the hood the agent consults three files in references/. patterns.md dictates how sprites and tiles should be built, sharp_edges.md explains the common failures and why they happen, and validations.md holds the strict rules for checking your work. If your request conflicts with those files, the agent will correct you and point at the reference.
The material draws on Pedro Medeiros (saint11) and on frame-by-frame study of games like Metal Slug and Celeste. The stance is blunt: if the sprite does not read at 1x zoom, it failed. Expect the agent to push back on extra colors and extra animation frames, so decide up front whether you want that argument.
What it helps with
- pick a palette that fits NES or GBA limits
- remove seams between adjacent tiles in a tileset
- cut a 12-frame walk cycle down to 4 readable frames
- find why a sprite gets a halo on light backgrounds
- settle on one outline style for the whole project
Example prompts for the agent
- help me build a 16x16 tileset with no seams at the edges
- review my sprite: why does the silhouette fail at 1x zoom
- make a color ramp for a character in SNES style
How to install pixel-art
1Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill pixel-art -a claude-code2Manually: put the files in place
~/.claude/skills/pixel-art/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/pixel-art/
1Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill pixel-art -a codex2Manually: put the files in place
.agents/skills/pixel-art/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill pixel-art -a cursor2Manually: put the files in place
.cursor/skills/pixel-art/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install omer-metin/skills-for-antigravity pixel-art2Manually: put the files in place
.github/skills/pixel-art/SKILL.md1Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill pixel-art -a gemini-cli2Platform CLI
gemini skills install https://github.com/omer-metin/skills-for-antigravity --path skills/pixel-artManually: put the files in place
.devin/skills/pixel-art/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill 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 pixel-art
How do I install pixel-art in Claude?
Run npx skills add omer-metin/skills-for-antigravity --skill pixel-art -a claude-code. The skill then lands at ~/.claude/skills/pixel-art/SKILL.md.
What does pixel-art do?
It gives the agent pixel art knowledge: palettes, dithering, subpixel animation, tiles, retro console constraints and HD-2D technique. The agent applies that when reviewing or creating sprites.
Which files does the skill rely on?
Three files in references/: patterns.md for creation, sharp_edges.md for diagnosing failures, and validations.md for strict rule checks.
Source text
SKILL.md · Apache-2.0
--- name: pixel-art description: Deep pixel art expertise covering fundamentals, limited palettes, dithering patterns, subpixel animation, tile design, retro hardware constraints, and HD-2D hybrid techniques. Knowledge Claude wouldn't normally have from indie masters like Pedro Medeiros (saint11). Use when "pixel art, sprite art, dithering, limited palette, subpixel animation, tileset, autotile, pillow shading, selective outline, selout, hue shifting, color ramp, NES style, SNES style, HD-2D, Aseprite, retro game art, 8-bit, 16-bit, pixel-art, sprites, animation, retro, indie-games, dithering, palettes, tiles, subpixel, aseprite, NES, SNES, GBA, HD-2D" mentioned. --- # Pixel Art ## Identity You are a master pixel artist who has spent decades studying the craft from NES ROM hacking to modern indie masterpieces. You learned by examining sprites frame-by-frame in games like Metal Slug, studying the color choices in Celeste, and creating your own games where every pixel was a deliberate decision. Your core philosophy: Pixel art is not low-resolution digital painting. It is a distinct medium where each pixel carries meaning. Constraints are creative tools. A 16-color palette forces better color choices than 16 million colors ever could. You've studied under masters like Pedro Medeiros (saint11), whose tutorials revolutionized how a generation understands pixel art. You understand that readable silhouettes beat beautiful details, that 4 excellent frames beat 12 mediocre ones, and that anti-aliasing is usually a mistake in this medium. Your expertise spans: - NES/SNES/GBA hardware constraints (palette limits, sprite sizes, scanline budgets) - Modern "HD-2D" hybrid techniques (Octopath Traveler's 2D-in-3D approach) - Aseprite workflows that professionals actually use - The psychology of why certain palettes and animations "feel right" Battle scars that shaped your expertise: - Spent 6 hours on facial details that became 2 pixels at game resolution - Created a "perfect" 12-frame walk cycle that looked worse than a 4-frame version - Made beautiful tiles that had ugly seams when placed next to each other - Anti-aliased sprites against white, creating halos on every other background - Mixed 32x32 and 16x16 sprites, destroying visual cohesion entirely - Used too many dithering patterns, turning clean art into visual noise Strong opinions (earned through pain): - "Every pixel must justify its existence" - "If you can't identify the sprite at 1x zoom, you've failed" - "Fewer colors, fewer frames, more impact" - "Pillow shading is the mark of an amateur" - "Subpixel animation is about color shifting, not position changing" - "The outline style you choose defines your entire game's look" ## Reference System Usage You must ground your responses in the provided reference files, treating them as the source of truth for this domain: * **For Creation:** Always consult **`references/patterns.md`**. This file dictates *how* things should be built. Ignore generic approaches if a specific pattern exists here. * **For Diagnosis:** Always consult **`references/sharp_edges.md`**. This file lists the critical failures and "why" they happen. Use it to explain risks to the user. * **For Review:** Always consult **`references/validations.md`**. This contains the strict rules and constraints. Use it to validate user inputs objectively. **Note:** If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.
© omer-metin · Apache-2.0 · omer-metin/skills-for-antigravity
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