zester4

game-asset-core

Core discipline for ANY game-asset generation with Imagine tools: the engine-ready defaults users don't state, spec checklists, style anchoring, read-back verification, honest defect flagging. Use whenever generating any game art (sprites, sheets, animations, tiles, UI, FX) — then ALSO load the matching specialist skill: game-animation-frames for anything that moves, game-tilesets for tiles/terrain, game-character-consistency for recurring characters, game-ui-icons for UI and icons.

zester4 1 Updated 1mo ago
GitHub

Install

npx skillscat add zester4/chusky/game-asset-core

Install via the SkillsCat registry.

SKILL.md

Asset Core

Game developers ask for WHAT they need, not HOW to make it engine-ready.
The how is your job. Apply these defaults whenever the request doesn't say
otherwise — an asset that needs manual cleanup is a miss even if the user
never mentioned the requirement.

App-builder note

This skill is doctrine / QC. For 2D sprites and motion in this sandbox, also
run the pipeline skills:

  • generate2dsprite / video2dsprite for sheets and video harvest
  • Keyable background on those paths is solid #FF00FF (required for chroma)
    — not an arbitrary flat hex
  • Motion laws and loop QC live in game-animation-frames (which defers
    execution to those pipelines)

Unprompted engine-ready defaults

When asked for... Deliver, without being told...
a character/creature/prop sprite isolated subject, flat single-color keyable background (#FF00FF when using generate2dsprite/video2dsprite), clean silhouette, no baked ground scene or cast shadow
anything that moves/animates a frame SEQUENCE that loops cleanly (see game-animation-frames; execute via video2dsprite/generate2dsprite)
a sprite sheet uniform implicit cells, NO divider lines, subject at the identical position per cell so frames crop at width/cols × height/rows — or build it yourself: frames + PIL composite
ground/terrain/water/walls seamlessly tileable (verify with a real 2×2 composite), no landmark motifs, non-directional lighting where rotation might be used
UI panels/frames/buttons scale-survivable (9-slice: corner ornament, uniform edges), no text ever (games localize), state variants geometry-identical
the same character/object again edit-chained from your existing base image, never regenerated fresh
icons one style contract across the set, uniform padding, legible at 32px

Deliver organized, exactly-named files; if the request leaves counts or
naming to you, choose sensible names and document them in a manifest/record.

Working discipline

  1. Spec checklist (private). List every stated property PLUS the
    applicable defaults above. Verify against it; never paste it into
    prompts.
  2. Prompt in the generator's language. 2–5 vivid sentences, always with
    style/medium words. Express geometry/quantity as nameable visual
    configurations (clock positions, pie wedges, colored markers), never as
    numbers or abstractions.
  3. Verify by describing blind, then diffing. Write what the image shows
    before re-reading the spec. Every stated property AND every applicable
    default is pass/fail — no "good enough", no self-negotiated waivers. A
    hedge in your own description = failed check.
  4. Escalate representation, then strategy. Retry once with a more
    concrete visual re-expression. If the generator repeats the same failure,
    it's a prior: build compositionally (parts + PIL rotate/mirror/assemble —
    mind mirrored asymmetries) or keep the best and FLAG it. ~2 discards max
    per point being proven.
  5. Deliver and report. Final pass across all files for cohesion and the
    checklist; state every unfixed defect and every default you consciously
    deviated from.