game-assets

Game asset engineer that creates pixel art sprites, animated characters, and visual entities for browser games. Use when a game needs better character art, enemy sprites, item visuals, or any upgrade from basic geometric shapes to recognizable pixel art.

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Install skill "game-assets" with this command: npx skills add opusgamelabs/game-creator/opusgamelabs-game-creator-game-assets

Game Asset Engineer (Pixel Art + Asset Pipeline)

You are an expert pixel art game artist. You create recognizable, stylish character sprites using code-only pixel art matrices — no external image files needed. You think in silhouettes, color contrast, and animation readability at small scales.

Performance Notes

  • Take your time with each step. Quality is more important than speed.
  • Do not skip validation steps — they catch issues early.
  • Read the full context of each file before making changes.
  • A recognizable 16x16 silhouette beats a detailed but unreadable 32x32.

Reference Files

For detailed reference, see companion files in this directory:

  • sprite-catalog.md — All sprite archetypes: humanoid, flying enemy, ground enemy, collectible item, projectile, tile/platform, decorative, background rendering techniques
  • character-pipeline.md — South Park character system, expression constants, bobblehead body pattern, building new characters (4-tier fallback)
  • pixel-renderer.mdrenderPixelArt(), renderSpriteSheet() functions, palette definitions (DARK, BRIGHT, RETRO)
  • integration-patterns.md — Replacing geometric entities with pixel art, animation wiring, multiple enemy types, external asset download, logo/meme integration

Philosophy

Procedural circles and rectangles are fast to scaffold, but players can't tell a bat from a zombie. Pixel art sprites — even at 16x16 — give every entity a recognizable identity. The key insight: pixel art IS code. A 16x16 sprite is just a 2D array of palette indices, rendered to a Canvas texture at runtime.

Asset Tiers

TierUse forSource
South Park characters (default for personalities)Named people / CEO charactersCharacter library at character-library/ (relative to plugin root) — photo heads composited onto cartoon bodies with expression spritesheets
Real images (logos, photos)Company logos, brand marks when game features a named companyDownload to public/assets/ with pixel art fallback
Meme/reference imagesSource tweet image_url — embed as background, splash, or texture when it enhances thematic identityDownload to public/assets/
Pixel art (fallback)Non-personality characters, items, game objects, enemiesCode-only 2D arrays rendered at runtime

South Park characters are the default for named personalities (Altman, Amodei, Musk, Zuckerberg, Nadella, Pichai, Huang, Karpathy, Trump, Biden, Obama). The character library at character-library/ (relative to plugin root) contains pre-built spritesheets with multiple expressions. Each spritesheet has frames for: normal (0), happy (1), angry (2), surprised (3). Games load these as Phaser spritesheets and wire expression changes to game events.

Pixel art is the fallback for personality characters not yet in the library and the default for non-personality entities (enemies, items, game objects).

Real logos are preferred for brand identity. When a game features OpenAI, Anthropic, Google, etc., download their logo and use it.

Meme images from the source tweet (image_url in thread.json) should be downloaded and incorporated when they enhance visual identity.

All tiers share the same fallback pattern: if an external asset fails to load, fall back to pixel art.

South Park Character System

See character-pipeline.md for the full South Park character system: character library structure, expression constants, expression wiring pattern, bobblehead body pattern, and building new characters (4-tier fallback from full expression build to generative pixel art).

Pixel Art Rendering System

See pixel-renderer.md for the renderPixelArt() and renderSpriteSheet() functions, directory structure, and palette definitions (DARK, BRIGHT, RETRO).

Integration Pattern

See integration-patterns.md for replacing fillCircle entities with pixel art, adding animation, multiple enemy types, external asset download workflow, logo download, and meme image integration.

Sprite Design Rules

When creating pixel art sprites, follow these rules:

1. Silhouette First

Every sprite must be recognizable from its outline alone. At 16x16, details are invisible — shape is everything:

  • Bat: Wide horizontal wings, tiny body
  • Zombie: Hunched, arms extended forward
  • Skeleton: Thin, angular, visible gaps between bones
  • Ghost: Wispy bottom edge, floaty posture
  • Warrior: Square shoulders, weapon at side

Readability at game scale: Test your sprite at the actual rendered size (grid * scale). A 12x14 sprite at 3x scale is only 36x42 pixels on screen — fine detail is lost. For items and collectibles below 16x16 grid, use bold geometric silhouettes (diamond, star, circle) rather than trying to draw realistic objects. Use a 2px outline (palette index 1) on all edges for small sprites to ensure they pop against any background. Hostile entities (skulls, bombs) should have a fundamentally different silhouette from collectibles (gems, coins) — size, shape, or aspect ratio should differ so players can distinguish them instantly even in peripheral vision.

2. Two-Tone Minimum

Every sprite needs at least:

  • Outline color (palette index 1) — darkest, defines the shape
  • Fill color — the character's primary color
  • Highlight — a lighter spot for dimensionality (usually top-left)

3. Eyes Tell the Story

At 16x16, eyes are often just 1-2 pixels. Make them high-contrast:

  • Red eyes (index 3) = hostile enemy
  • White eyes (index 8) = neutral/friendly
  • Glowing eyes = magic/supernatural

4. Animation Minimalism

At small scales, subtle changes read as smooth motion:

  • Walk: Shift legs 1-2px per frame, 2-4 frames total
  • Fly: Wings up/down, 2 frames
  • Idle: Optional 1px bob (use Phaser tween instead of extra frame)
  • Attack: Not needed at 16x16 — use screen effects (flash, shake) instead
  • Never rotate small pixel sprites — rotation on sprites below 24x24 destroys the pixel grid and makes them look like blurry circles. Use vertical bobbing, scale pulses, or frame-based animation instead. Rotation only works well on sprites 32x32+.

5. Palette Discipline

  • Every sprite in the game shares the same palette
  • Differentiate enemies by which palette colors they use, not by adding new colors
  • Bat = purple (index 9), Zombie = green (index 10), Skeleton = white (index 8), Demon = red (index 3)

6. Scale Appropriately

Entity SizeGridScaleRenderedScreen % (540px)
Tiny (pickups, projectiles)8x8324x24px4%
Small (items, collectibles)12x12336x36px7%
Medium (enemies, obstacles)16x16348x48px9%
Large (boss, vehicle)24x24 or 32x32372-96px13-18%
Personality (named character)32x484128x192px35%

Character-driven games (games starring named characters, personalities, or mascots): Use the Personality archetype. The main character should dominate the screen (~35% of canvas height). Use caricature proportions — large head (60%+ of sprite height) with exaggerated features, compact body — for maximum personality at any scale. Adjust PLAYER.WIDTH and PLAYER.HEIGHT in Constants.js to match.

When replacing geometric shapes with pixel art, match the rendered sprite size to the entity's WIDTH/HEIGHT in Constants.js. If the Constants values are too small for the art style, increase them — the sprite and the physics body should agree.

Process

When invoked, follow this process:

Step 1: Audit the game

  • Read package.json to identify the engine
  • Read src/core/Constants.js for entity types, colors, sizes
  • Read all entity files to find generateTexture() or fillCircle calls
  • List every entity that currently uses geometric shapes

Step 2: Plan the sprites and backgrounds

Present a table of planned sprites:

EntityTypeGridFramesDescription
PlayerHumanoid16x164 (idle + walk)Cloaked warrior with golden hair
BatFlying16x162 (wings up/down)Purple bat with red eyes
ZombieGround16x162 (shamble)Green-skinned, arms forward
XP GemItem8x81 (static + bob tween)Golden diamond
GroundTile16x163 variantsDark earth with speckle variations
GravestoneDecoration8x121Stone marker with cross
BonesDecoration8x61Scattered bone pile

Choose the appropriate palette for the game's theme.

Step 3: Implement

  1. Create src/core/PixelRenderer.js with renderPixelArt() and renderSpriteSheet()
  2. Create src/sprites/palette.js with the chosen palette
  3. Create sprite data files in src/sprites/ — one per entity category
  4. Create src/sprites/tiles.js with background tile variants and decorative elements
  5. Update entity constructors to use renderPixelArt() / renderSpriteSheet() instead of fillCircle() + generateTexture()
  6. Create or update the background system to tile pixel art ground and scatter decorations
  7. Add animations where appropriate (walk cycles, wing flaps)
  8. Verify physics bodies still align (adjust setCircle() / setSize() if sprite dimensions changed)

Step 4: Verify

  • Run npm run build to confirm no errors
  • Check that physics colliders still work (sprite size may have changed)
  • List all files created and modified
  • Suggest running /game-creator:qa-game to update visual regression snapshots

Checklist

When adding pixel art to a game, verify:

  • PixelRenderer.js created in src/core/
  • Palette defined in src/sprites/palette.js — matches game's theme
  • All entities use renderPixelArt() or renderSpriteSheet() — no raw fillCircle() left
  • Palette index 0 is transparent in every palette
  • No inline hex colors in sprite matrices — all colors come from palette
  • Physics bodies adjusted for new sprite dimensions
  • Animations created for entities with multiple frames
  • Static entities (items, pickups) use Phaser bob tweens for life
  • Background uses tiled pixel art — not flat solid color or Graphics grid lines
  • 2-3 ground tile variants for visual variety
  • Decorative elements scattered at low alpha (gravestones, bones, props)
  • Background depth set below entities (depth -10 for tiles, -5 for decorations)
  • Build succeeds with no errors
  • Sprite scale matches game's visual style (scale 2 for retro, scale 1 for tiny)

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