SpriteCook Generate Sprites
Use this skill for still-image generation. Pair it with spritecook-workflow-essentials for credits, manifests, safe downloads, and shared defaults.
Requires: SpriteCook MCP server connected to your editor. Set up with npx spritecook-mcp setup or see spritecook.ai.
Tool
generate_game_art
Generate game art assets from a text prompt. Supports both pixel art and detailed/HD styles. Waits up to 90s for the result and returns download URLs.
| Parameter | Type | Default | Description |
|---|---|---|---|
prompt | string (required) | - | What to generate. Be specific about subject, pose, and view angle |
width | int | 64 | Width in pixels (16-512) |
height | int | 64 | Height in pixels (16-512) |
variations | int | 1 | Number of variations (1-4) |
pixel | bool | true | True for pixel art, false for detailed/HD art |
bg_mode | string | "transparent" | "transparent", "white", or "include" |
theme | string | null | Art theme context, e.g. "dark fantasy medieval" |
style | string | null | Style direction, e.g. "16-bit SNES style" |
aspect_ratio | string | "1:1" | "1:1", "16:9", or "9:16" |
smart_crop | bool | true | Auto-crop to content bounds |
smart_crop_mode | string | "tightest" | Use "tightest" by default. Use "power_of_2" only when explicitly requested |
model | string | null | "gemini-2.5-flash-image" (cheapest), "gemini-3.1-flash-image-preview" (recommended default), or "gemini-3-pro-image-preview" (most expensive) |
mode | string | "assets" | "assets", "texture", or "ui" |
resolution | string | "1K" | "1K", "2K", or "4K" |
colors | string[] | null | Hex color palette, max 8 |
reference_asset_id | string | null | Asset ID from a previous generation to use as style reference |
edit_asset_id | string | null | Asset ID to edit/modify with the new prompt |
reference_asset_id and edit_asset_id are mutually exclusive. The referenced asset must belong to your account.
Working Style
- Be specific about subject, pose, camera/view angle, and key materials.
- Default to pixel art unless the user asks for HD, detailed, smooth, realistic, or high-res output.
- When the user wants the same character or item in multiple outputs, generate one canonical still asset first and reuse that asset ID.
- Use
reference_asset_idfor follow-up generations that should keep the same character or visual style. - Use
edit_asset_idonly when modifying an existing SpriteCook asset. - Do not generate multiple independent still variations when the real goal is one consistent character plus later animations.
- Prefer
smart_crop_mode="tightest"unless the user explicitly asks for"power_of_2".
Consistency Rules
- For a motion set like idle, walk, attack, or hurt: generate the base character once, then animate that exact
asset_idseparately for each motion. - For asset variations that should stay recognizably the same design, prefer
edit_asset_idorreference_asset_idover a brand-new unreferenced generation. - Only skip a reference when the user explicitly wants different designs to explore.
Pixel Art vs Detailed Art
Pixel art (pixel: true, default):
- Crisp hard edges, no anti-aliasing, visible pixel grid
- Automatic pixel-perfect post-processing for clean grid alignment
- Best for retro games, indie games, and 8-bit/16-bit projects
Detailed/HD art (pixel: false):
- Smooth gradients, fine detail, anti-aliased edges
- Higher fidelity output without pixel grid constraints
- Best for HD 2D games, concept art, and marketing assets
Choose based on the game's art direction. When the user does not specify, default to pixel art.