sprite-pipeline
Generate and normalize 2D sprite animations. Use when the user asks for full-strip generation from approved source frames, consistent anchor and scale normalization, or preview assets for browser-game animation.
Best use case
sprite-pipeline is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Generate and normalize 2D sprite animations. Use when the user asks for full-strip generation from approved source frames, consistent anchor and scale normalization, or preview assets for browser-game animation.
Teams using sprite-pipeline should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/sprite-pipeline/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How sprite-pipeline Compares
| Feature / Agent | sprite-pipeline | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Generate and normalize 2D sprite animations. Use when the user asks for full-strip generation from approved source frames, consistent anchor and scale normalization, or preview assets for browser-game animation.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Sprite Pipeline ## Overview Use this skill for 2D sprite generation and normalization. This workflow is intentionally anchored around one approved frame and a whole-strip generation pass because frame-by-frame generation drifts too easily. This skill is 2D-specific. If the request is for 3D characters, meshes, or materials, route back through `../game-studio/SKILL.md`. ## Core Workflow 1. Start from an approved in-game seed frame. - The seed frame should already reflect the right silhouette, palette, costume, and proportions. 2. Build a larger transparent reference canvas around that frame. - Use `../../scripts/build_sprite_edit_canvas.py`. 3. Ask for the full animation strip in one edit request. - Do not generate each frame independently unless the user explicitly accepts lower consistency. 4. Normalize the result into fixed-size game frames. - Use `../../scripts/normalize_sprite_strip.py`. - Use one shared scale across the whole strip. - Align frames with one shared anchor, typically bottom-center. 5. Optionally lock frame 01 back to the shipped seed frame. - Do this when the animation should begin from the exact idle or base pose already in game. 6. Render a preview sheet and inspect the animation in-engine before approving it. - Use `../../scripts/render_sprite_preview_sheet.py`. ## Prompting Rules Always preserve these invariants in the prompt: - same character - same facing direction - same palette family - same silhouette family - same readable face or key features - same outfit proportions - transparent background - exact frame count and slot layout Always ask for: - one strip at once - a transparent canvas - no scenery, labels, or poster composition - crisp pixel-art clusters for pixel work - production asset tone, not concept art ## Using Image Generation For live asset generation or edits, use the installed `imagegen` skill in this workspace. This skill defines the game-specific process; `imagegen` handles the API-backed generation or edit execution. ## Script Recipes Create a reference canvas: ```bash python3 scripts/build_sprite_edit_canvas.py \ --seed output/sprites/idle-01.png \ --out output/sprites/hurt-edit-canvas.png \ --frames 4 \ --slot-size 256 \ --canvas-size 1024 ``` Normalize a raw strip: ```bash python3 scripts/normalize_sprite_strip.py \ --input output/sprites/hurt-raw.png \ --out-dir output/sprites/hurt \ --frames 4 \ --frame-size 64 \ --anchor output/sprites/idle-01.png \ --lock-frame1 ``` Render a preview sheet: ```bash python3 scripts/render_sprite_preview_sheet.py \ --frames-dir output/sprites/hurt \ --out output/sprites/hurt-preview.png \ --columns 4 ``` ## Quality Gates - proportions stay stable across frames - frame-to-frame size does not drift - action reads clearly at game scale - transparency is preserved - frame 01 matches the shipped sprite when lockback is enabled - preview looks correct before any in-engine asset index update ## References - Detailed workflow: `../../references/sprite-pipeline.md` - Shared frontend context: `../game-ui-frontend/SKILL.md`
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