Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references, Veo/Seedance-style video-to-frames, cinematic ultimates, backgrounds, FX, SFX, runtime packaging, and QA. Use when building actual game assets for PixiJS/Canvas/Unity/Godot/SpriteKit/etc., not one-off marketing images.
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Use the ai-game-art-pipeline skill to plan the smallest useful 2D action-RPG combat-sprite vertical slice for [target engine] on [target device]. I will provide [paths to canonical character assets, or "none"] and [paths to style or motion references, or "none"]. Choose the pipeline, list the exact assets to generate or reuse, give generation-prompt constraints if generation is needed, identify deterministic post-processing, specify runtime packaging details, and provide a focused QA checklist. Do not regenerate canonical character art when supplied.
Required inputs
Target game engine or runtime
Target device
Paths to canonical character assets, or confirmation that none exist
Paths to style or motion references, or confirmation that none exist
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SKILL.md
name: ai-game-art-pipelinedescription: Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references, Veo/Seedance-style video-to-frames, cinematic ultimates, backgrounds, FX, SFX, runtime packaging, and QA. Use when building actual game assets for PixiJS/Canvas/Unity/Godot/SpriteKit/etc., not one-off marketing images.
AI Game Art Pipeline
Use this skill when a user wants to generate, plan, debug, or package game art that must run in an actual game runtime.
The skill is provider-neutral. It does not assume any specific API key or vendor SDK. If a model call is needed, use the user's available provider through an adapter or ask them to implement scripts/provider_stub.py.
Core Rule
Pick the pipeline by runtime job, not by model hype.
Scripts are local utilities only. They do not call model APIs.
scripts/provider_stub.py — adapter interface the user can implement for their provider.
scripts/chroma_key_magenta.py — remove magenta background from generated sheets/icons.
scripts/sheet_contact.py — make numbered contact sheets for curation.
scripts/extract_video_frames.py — extract/resize video frames for runtime texture sequences.
Provider Adapters
Do not write a full vendor SDK unless the user explicitly asks for one. Prefer a thin adapter around scripts/provider_stub.py so credentials, endpoints, retries, billing, and model choices stay in the user's project.
If the user wants examples, point them to examples/providers/README.md and adapt only the minimal file they need:
fake/local provider for testing the pipeline without model calls.
generic image HTTP provider for a user's image-generation proxy.
generic async video HTTP provider for a user's video-generation proxy.
Output Standard
When using this skill, produce:
A concise pipeline choice and why.
The exact assets to generate or reuse.
Prompt constraints if model generation is needed.
Post-processing commands/scripts.
Runtime packaging notes: dimensions, format, anchor, frame rate, texture limits.
QA checklist for the target device.
Hard Warnings
Do not regenerate a known character if a canonical sheet exists.
Do not use 1xN horizontal strips for complex combat poses; use 2D grids.
Do not let cinematic video own gameplay semantics. Damage, hitboxes, target tracking, cooldown, and SFX belong in code.
Do not ship giant backgrounds because they look fine on desktop. Check mobile texture limits.
Do not treat AI output as final. The production asset is the generated image plus cleanup, anchors, timing, compression, and runtime test.