Skip to main content
skill CX Codex

using-isometric-skills — Claude Code skill: isometric task router

A meta-skill that picks the right specialized skill for an isometric game task and sets the order to run them, before any code or art gets written.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add 0xheycat/isometric-game-skills --skill using-isometric-skills -a claude-code
Open on GitHub

What using-isometric-skills does

Isometric projects go wrong when you dive into a renderer or a sprite sheet with no workflow behind it. This skill takes the incoming request, sorts it into one phase — Art Foundations, Asset Generation, Asset Processing, Engine & Rendering, Gameplay or Polish — and opens the matching skill from its routing table. Improvising is off the table; you follow the skill it points to.

The table covers a lot of ground: ground tiles, props, buildings, 8-direction characters, animated water and fire, background removal, atlas packing, autotiling, grid math, canvas rendering, depth sorting, map format, pathfinding, camera controls, tile picking, performance, pipeline automation. When a task crosses phases, the router lays them out as a pipeline: art, assets, processing, engine, gameplay, polish.

One rule sits above the rest: lock art direction first. Every asset skill leans on a single agreed style sheet, so generating sprites before that sheet exists means doing them twice. Come back to the router whenever the user changes scope.

What it helps with

  • figure out which skill to start an isometric task with
  • sequence the phases when art and engine work overlap
  • hold off asset generation until the style is locked
  • match a task description to the right skill in the set
  • re-route after the user changes scope

Example prompts for the agent

  • I want to build an isometric game — which skill do I start with?
  • Make grass tiles and houses in one consistent style, and lay out the skill order
  • My 8-direction characters lag on canvas: which skills run, and in what order?

How to install using-isometric-skills

1Skills CLI (Vercel)

npx skills add 0xheycat/isometric-game-skills --skill using-isometric-skills -a claude-code

2Manually: put the files in place

~/.claude/skills/using-isometric-skills/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/using-isometric-skills/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about using-isometric-skills

How do I install using-isometric-skills in Claude Code?

Run npx skills add 0xheycat/isometric-game-skills --skill using-isometric-skills -a claude-code. The skill lands at ~/.claude/skills/using-isometric-skills/SKILL.md.

What does using-isometric-skills do?

It is a router meta-skill: it maps a request to one phase of isometric development and opens the specialized skill for that phase. Multi-phase tasks get an explicit order to follow.

Why lock art direction before generating assets?

Every asset skill depends on one agreed style sheet. Without it, sprites come out in mismatched styles and have to be regenerated.

Source text

SKILL.md · MIT
---
name: using-isometric-skills
description: Use when starting ANY isometric game task to route the request to the correct specialized skill before writing code or generating art.
license: MIT
---

# Using Isometric Skills (Router)

## Overview

This is the meta-skill. Isometric games fail when you jump straight into code or art without picking the right workflow. This skill maps an incoming request to the exact specialized skill that should handle it, in the correct order: art direction -> asset generation -> asset processing -> engine -> gameplay -> polish.

## When to Use

- The user asks for anything isometric and you are not sure which skill applies.
- You are tempted to free-style a renderer, tile, or sprite without a workflow.
- A task spans multiple stages (art + engine) and needs sequencing.

## Process

1. Classify the request into one phase: Art Foundations, Asset Generation, Asset Processing, Engine & Rendering, Gameplay, or Polish.
2. Open the matching skill from the table below and follow it exactly. Do not improvise.
3. If the task spans phases, run skills in pipeline order (art -> assets -> processing -> engine -> gameplay -> polish).
4. Lock art direction FIRST. Every asset skill depends on a single agreed style sheet.
5. Return to this router whenever the user changes scope.

### Routing table

| If the task is about... | Use skill |
|---|---|
| Low-VRAM ComfyUI / model setup | `comfyui-lowvram-setup` |
| Choosing a consistent art style | `isometric-art-direction` |
| Ground tiles that tile seamlessly | `seamless-isometric-terrain` |
| Trees, rocks, props | `isometric-object-sprites` |
| Houses, barns, shops | `isometric-building-sprites` |
| Characters, 8-direction | `isometric-character-sprites` |
| Animated water, fire, windmills | `animated-sprite-generation` |
| Removing backgrounds / edges | `transparent-cutout-cleanup` |
| Packing sprites into an atlas | `spritesheet-atlas-packing` |
| Auto edge transitions | `autotiling-transitions` |
| Grid <-> screen math | `isometric-grid-math` |
| Drawing the world on canvas | `canvas2d-isometric-renderer` |
| Things drawn in wrong order | `depth-sorting-occlusion` |
| Map file format | `tilemap-data-format` |
| Moving units around obstacles | `isometric-pathfinding` |
| Pan / zoom camera | `camera-pan-zoom-controls` |
| Click-to-select a tile | `tile-picking-interaction` |
| Frame drops, lag | `canvas-performance-optimization` |
| Automating the asset pipeline | `asset-pipeline-automation` |

## Rationalizations (Stop Lying to Yourself)

| Excuse | Reality |
|---|---|
| "This task is simple, I do not need a skill" | Simple tasks are where silent inconsistencies enter. Route it anyway. |
| "I will pick the skill later" | Order matters. Wrong order means re-generating assets twice. |

## Red Flags - STOP if you catch yourself:

- Writing renderer code before art direction is locked.
- Generating assets in 3 different styles because no style sheet exists.
- Skipping straight to gameplay before the world renders correctly.

## Verification

You are NOT done until every box is checked:

- [ ] The request is mapped to exactly one starting skill.
- [ ] Multi-phase tasks have an explicit skill order written down.
- [ ] Art direction is locked before any asset is generated.

© 0xheycat · MIT · 0xheycat/isometric-game-skills

Similar skills

All skills for Game dev and 3D: Unity, Unreal, Godot, Blender →

From the same set7

Project sponsors

Companies that keep this analytics open
Gold sponsor

Impressions, clicks and code copies — open statistics. We keep the numbers public for the same reason NeBlask itself is public. Become a sponsor