Agent skill

Scenario Game Assets

by scenario-labs in scenario-labs/skills

A skill your agent uses when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings…

MITAuto-check passedGame Development

Install Scenario Game Assets

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-game-assets -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install scenario-labs/skills scenario-game-assets --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/scenario-game-assets .claude/skills/scenario-game-assets && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
scenario-game-assets
GitHub stars
946
Token cost
~4.5k tokens
SKILL.md length
2,436 words
Files
5 (incl. scripts)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings…

  • Works in 7 steps: recommend with the user's own words as… → model_schema_get model_id="". Note the… → model_run parameters={"prompt": "health… → …
  • Creating game art through Scenario MCP: sprites
  • SKILL.md covers Overview, Quick reference, Worked example: a transparent… and Style consistency, plus 5 more sections
  • Runs Python scripts from its folder; calls npx and curl

What it does

Scenario Game Assets is an agent skill from scenario-labs/skills. Use when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character or concept art; or when assets need transparent backgrounds, background removal, style-consistent variation batches, upscaling, pixel-grid cleanup, or PNG export for Unity, Godot, or Unreal.

Its SKILL.md is about 4.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including scripts (for example `README.md`, `isometric-templates.json` and `isometric-templates.md`).

It sits in Game Development, covering Sprites and pixel art, Game development and Game assets and audio. It works with Model Context Protocol and Godot. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Creating game art through Scenario MCP: sprites
  • Tilesets and autotile terrain transitions
  • Isometric buildings
  • UI buttons and panels

Example prompts

  • “/scenario-game-assets”

Requirements

  • Python 3
  • Node.js

Workflow steps

7 steps, taken from the first numbered list in SKILL.md.

  1. recommend with the user's own words as prompt ("four style-matched potion icons for an RPG inventory"). Typical picks: cartoon icon LoRAs…
  2. model_schema_get model_id="". Note the prompt field, size fields, and any sample-count parameter.
  3. model_run parameters={"prompt": "health potion, corked glass bottle, glowing red liquid, bold outline, centered, plain background"} (a…
  4. jobs_wait job_ids=[""] (up to 32 ids, one call covers the batch); on timeout re-call with the returned pending_job_ids, never a second…
  5. Transparency: recommend for a native-alpha generator first, since it makes the icons transparent at the source and skips a billed removal…
  6. Optional: upscale keepers (recommend for upscaling, model_schema_get as always; upscalers go 2x to 8x and beyond).
  7. asset_download asset_id, format="png" (PNG keeps alpha). Follow redirects: curl -L -o potion.png "".

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • npx
    • curl

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx and curl, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Scenario Game Assets loads about 4.5k tokens when it runs. Until then it costs about 128 tokens; SKILL.md has 2,436 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~128
When it runs · the whole SKILL.md, loaded when a task matches
~4.5k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,436 words, ~4,465 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-game-assets/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
name
scenario-game-assets
description
Use when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character or concept art; or when assets need transparent backgrounds, background removal, style-consistent variation batches, upscaling, pixel-grid cleanup, or PNG export for Unity, Godot, or Unreal.
license
MIT

Scenario Game Assets

Overview

Scenario's public catalog carries purpose-trained models per asset type (sprites, icons, props, tilesets, isometric scenes, pixel art, concept art) plus utilities for background removal, upscaling, and pixel cleanup. Discover by asset type, inspect the schema, generate, post-process, export. A sheet whose cells are one character's animation frames, and any walk cycle, loop, or GIF, belongs to scenario-sprite-animation. Connection and core loop: see the scenario skill. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

Quick reference

TaskCall
Find a model by asset typerecommend with the asset need in the user's own words (sprite, game icon, tileset, isometric, pixel art); search is for a member known by name
Inspect inputsmodel_schema_get (always before model_run)
Generatemodel_run (dry_run=true prices a batch; wait=false in waves under the concurrency ceiling, relaunching 429-refused ones), then jobs_wait
Transparent backgroundrecommend for a native-alpha generator first; else for background removal on the asset
Upscale or enhancerecommend for upscaling (2x to 16x tools exist)
Pixel-art cleanuprecommend for cleanup (grid snapping, palette reduction)
Parallax background planesSplit a painted background with the layer tool (recommend, capability: "img2img"), or generate one plane per run; see Parallax backgrounds
Export for an engineasset_download with format="png"

Worked example: a transparent potion icon set

Request: "four style-matched potion icons for an RPG inventory."

  1. recommend with the user's own words as prompt ("four style-matched potion icons for an RPG inventory"). Typical picks: cartoon icon LoRAs ("Stylized Game Icons & Props"). Confirm the pick with the user: catalogs differ per team; re-discover, never hardcode model IDs.
  2. model_schema_get model_id="<picked id>". Note the prompt field, size fields, and any sample-count parameter.
  3. model_run parameters={"prompt": "health potion, corked glass bottle, glowing red liquid, bold outline, centered, plain background"} (a plain field cuts cleanly in a removal pass; a native-alpha model wants the subject alone, never the word transparent). The schema's sample-count parameter repeats one prompt for variants of one item; different items are separate runs varying only the item ("mana potion", "stamina potion") with the wording template fixed. Price with dry_run=true first (one dry run prices one leg; multiply across the batch), then launch with wait=false.
  4. jobs_wait job_ids=["<returned job_id>"] (up to 32 ids, one call covers the batch); on timeout re-call with the returned pending_job_ids, never a second model_run. Then asset_display to review, one asset_id per call.
  5. Transparency: recommend for a native-alpha generator first, since it makes the icons transparent at the source and skips a billed removal pass per icon. Treat the pick as opaque unless its recommend entry or its schema says it outputs transparency. Fall back to a removal model only when the chosen generator lacks alpha: recommend for background removal (Photoroom, Pixelcut, 851 Labs at authoring time), model_schema_get the pick, then model_run with its image field set to the generated asset id.
  6. Optional: upscale keepers (recommend for upscaling, model_schema_get as always; upscalers go 2x to 8x and beyond).
  7. asset_download asset_id, format="png" (PNG keeps alpha). Follow redirects: curl -L -o potion.png "<url>".

Style consistency

  • The cheap levers first: reuse one seed across the batch, and pin the model's prompt-expansion flag off where the schema has one; an expander rewrites each prompt independently and defeats a fixed template.
  • Reference images: upload_asset the art direction images, then pass the asset ids (never local paths) to the model's image or reference parameters.
  • asset_describe turns one on-style asset into a promptable style synthesis reusable across prompts (catalog tool, billed, dry_run: true prices it: run via scenario_tools_search + scenario_tool_execute_read; see the scenario skill).
  • search target="assets" images={like: ["asset_..."]} finds assets already matching the target look.
  • For a locked-in project style, train a custom LoRA on the project's own art (the scenario-model-training skill); trained models use the same generation loop.

Preparing a variation-batch reference

Restyling one approved component into a set (button, panel, popup well, icon family) fails on the reference more often than the prompt: the model treats everything composited onto the object as the object.

  • Crop to the object's own bounds. Transparent padding reads as composition: scale and offset drift every run, so sprite-measuring code gets a different box. Trim the alpha, generate, re-pad to a fixed canvas. When the model's supported aspect ratios exclude the source's, aspect also drifts per run; reconcile UI components with a nine-slice-aware rescale (stretch middle bands, keep corners and lettering undistorted) before re-padding.
  • Strip baked effects before generating. A drop shadow, outer glow, or bevel in the reference reads as silhouette and comes back thickened, doubled, or fused to the object. Feed flat art and re-apply the effect in engine, where it stays adjustable. For a final PNG matching a shadowed source, lift the source's effect layer by alpha (on a transparent source the shadow is semi-transparent and the object opaque, but so is the object's antialiased rim: take the shadow as the semi-transparent pixels outside a 1 to 2 px dilation of the opaque mask, and keep the rim with the object) and composite it under each output.
  • Say which parts are functional. A nine-slice panel needs stretchable middles and fixed corners; diffusion has no concept of either. Name the constraint in the prompt, then check that it held.
  • One object, plain field, no scene. Several objects in one reference get recombined into a hybrid.
  • Check the alpha edge on any transparent output. Removed shadows leave a semi-transparent fringe; native-alpha models can ship a large semi-transparent glow around the object. Both read as a halo on a colored UI background. Check interior alpha too: a native-alpha model can punch one item's see-through surface (empty glass) to alpha 0 while painting the next item's opaque, so the set disagrees in an engine slot.

Verify the set by measurement, not by eye: compare each output's alpha bounding box against the source before accepting the batch.

Isometric tiles and masked fills

Choose the grid before the style. A 2:1 diamond is a common game projection; a projected hex is a different footprint. Share one projection, placement anchor, light direction, and shadow side across a set. A tile's ground footprint is not its full sprite silhouette: trees and buildings rise above it and may overlap the tile behind. Never clip a tall object through the ground mask. Check a small assembled map for joins, path connections, occlusion, and visual quality before scaling the batch; a clean alpha boundary alone is not acceptance.

Use the isometric template guide to choose a neutral ground or slab reference and separate ground, side, and object regions. The JSON manifest records their geometry, filenames, and source hashes. The template builder, run by a maintainer or an agent needing local geometry, creates the PNGs and manifest. It generates geometry only, not finished game art. Keep the geometry reference separate from the approved style reference; neutral geometry must not force a palette or faceted look. Resolve uploaded assets and publish new versions through the scenario skill's shared asset lifecycle; upload local inputs only when no matching asset is accessible.

Dedicated isometric members exist in the public catalog. recommend with the user's tile need, then model_schema_get. Read the reference, mask, seed, and strength fields instead of assuming they exist or that low strength preserves geometry: conventions vary. Keep the camera and lighting wording fixed while varying the subject. Reuse a seed only when supported. If the model drifts in projection or light despite a consistent reference, use scenario-consistency, then consider scenario-model-training on approved tiles.

For a ground fill or content explicitly bounded to a shape, use masked img2img. If the specialty pick has no mask field, recommend again with capability: "img2img" and the mask need. Read mask polarity and any required base-image field from model_schema_get (scenario-image covers model-specific conventions). Template region images are white inside; adapt them to the model's convention, including alpha if required. The base canvas must match the mask dimensions and placement; an approved style reference does not replace it. When that canvas is opaque, preserve its background during the edit: asking for transparent output simultaneously contradicts the protected-canvas constraint. Extract transparency afterward. Use the ground region for terrain, and the taller object region for trees or buildings; the latter is editing space, never a final silhouette mask.

Run one tile first. Measure changes outside the edit region against the source canvas and inspect the result. A few-pixel overrun on a deliberately bounded ground fill can be clipped to its mask; extensive drift needs diagnosis of polarity, base canvas, and consumed references before retrying. For taller sprites, preserve the object silhouette with native alpha or background removal and verify the ground anchor separately. A deterministic ground mask cannot repair a wrong camera or a poor composition.

A "low-poly" look and a low-poly mesh are different deliverables. The look is a 2D style word on an image model. The mesh is scenario-3d: whether the image-to-3D pick (recommend, capability: "img23d") exposes a polycount target or a topology choice is read off model_schema_get, never assumed, and when it exposes neither a separate remesh utility (its own billed run, found with recommend, capability: "3d23d") brings the count down afterwards. Either way the concept image feeding it wants flat shading, a clean silhouette, and a plain background so the geometry reads.

Show full SKILL.md (886 more words)Show less

Terrain tilesets and transitions

A top-down terrain set is a layout contract with the engine: every edge and corner case must exist and join its neighbors. recommend with the user's words, tile size included ("32x32 top-down tileset, grass to dirt transitions"), then model_schema_get. The pixel tileset member at authoring time had a style enum: a full tileset from one terrain prompt, a two-terrain transition mode (extraPrompt or extraImage for the second), plus single tile, variation, and object modes. Its width and height size one tile, not the sheet, and they and the mode move the price, so dry_run first. It promises a simple Wang set, not a 47-tile blob layout: map the tiles onto the engine's autotile rules, and paint a small test map with the downloaded sheet in the engine's tile editor and check the joins before more terrains.

Parallax backgrounds

A parallax background is a stack of depth planes the engine scrolls at different speeds: an opaque sky or far plane, then two or three cutout planes with transparent gaps the planes behind show through. Two routes produce the stack; writing "layers" or "parallax" into one generation prompt produces neither, it returns a single picture of stacked layers, and on a style-trained model it returns several layers painted into one image.

  • Split a painted background you already have. The layer extractor is a contested lane (Scenario's own tool competes with third-party splitters), so recommend with capability: "img2img" and the need in the user's words ("separate this background into depth planes for parallax"), then model_schema_get the pick. The purpose-built tool at authoring time took a separationInstruction, a splitting rule and not a scene description ("four planes, front to back: foreground bushes, near trees, far hills, sky"), a maxLayers cap that moves the price, and an inpaint choice for filling the hole each cut leaves, also priced. It returns the cutouts plus a rebuilt background (the rearmost plane), one asset each, so review them one at a time with asset_display. A plane cut from a viewport-sized painting is only as wide as the viewport, and a scrolling plane needs bleed past the camera on both sides. Canvas-expansion tools repaint an opaque image and would fill a cutout's transparent gaps, so widen the painting before splitting it (recommend with capability: "img2img" and the expand need; size the painting for the largest required scroll range; all split planes inherit that width), or take the second route for the near planes.
  • Generate one plane per run. Fix the camera, horizon line, light direction and palette words, then vary only the plane's content: the sky and far plane as an ordinary opaque image, each nearer plane as a cutout (a native-alpha generator, or a plain field plus the removal pass above; never the word transparent at a diffusion model). Say what the plane must not contain ("no ground, no sky") so the planes do not repeat each other, and size each plane for the viewport plus its full horizontal scroll-offset range; larger offsets need more bleed, while looping requires seamless edges.

Check the stack before exporting: model_scenario-compose-image (a fixed first-party id, Scenario's single deterministic image compositor, so discovery would only re-derive it) takes the planes as layers, each with source (the asset id) and zIndex in depth order, over canvasMode: "custom" with numeric canvasWidth and canvasHeight and backgroundColor: "transparent". Use the camera viewport dimensions, preserve each plane's source size, and position the shared canvas so bleed lies outside both viewport edges. Equal-width split planes work when that bleed covers each plane's offset range. A second composite with the near planes shifted a few percent in x (a percent string) within its available bleed previews the parallax offset the engine will produce; a seam, a doubled horizon or a plane whose cutout edge shows a halo is visible here, before any engine work. Verify actual alpha, not just the thumbnail. Reject a stack with cutout seams, missing scenery, or foreground objects left in the rebuilt background: shifting the planes exposes those duplicates. Revise the separation or inpaint settings, or use the one-plane-per-run route, within the user's budget; otherwise report a failed preview instead of an engine-ready set. asset_download each accepted plane with format="png" (the far plane too, so the set shares one format), tag them with their depth order, and leave scroll speeds and looping to the engine.

Common mistakes

  • Prompting "transparent background" at a diffusion model: outputs are opaque. Cut the background afterward with a removal tool, or pick a native-alpha model.
  • Exporting JPG sprites: JPG has no alpha channel; keep format="png".
  • Shipping AI pixel art with off-grid pixels or noisy palettes: post-process with a pixel cleanup tool (found with recommend) for grid snapping and a strict palette.
  • Skipping model_schema_get: specialty models (the pixel-art family) are txt2img-only with their own fields; generic parameters get rejected.
  • Asking one generation for "the layers" of a parallax background: one image comes back; depth planes are a split of a finished painting or one run per plane (see Parallax backgrounds).
  • Hand-stitching tilesets: tileset members generate the edge and corner cases; texture-specific upscalers preserve tiling.
  • Single-sampling lettered assets: the same recipe can render one word and fail another (dark embossed text, not the reference typography). Generate several samples per run (schema's sample-count parameter) and pin exact hex colors in the prompt when the palette drifts.

© scenario-labs, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 4 other files (scripts) in skills/scenario-game-assets of scenario-labs/skills.

  • SKILL.md
  • README.md
  • isometric-templates.json
  • isometric-templates.md
  • scripts/build_isometric_templates.py

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Game Assets next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Scenario Game Assets compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Scenario Game Assets this skillscenario-labs/skills946—~4.5kAutomated safety check: PassMIT
Game Assetsglifxyz/glif-mcp-server213—~831Automated safety check: PassMIT
Make Imagesglifxyz/glif-mcp-server213—~931Automated safety check: PassMIT
Studiowith-pebbly/aseprite-ai-artist230—~4kAutomated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.7k—~4.9kAutomated safety check: PassApache-2.0
2D Sprite Generator0x0funky/agent-sprite-forge4.4k—~3.6kAutomated safety check: PassMIT

Similar skills

  • Game Assets

    glifxyz/glif-mcp-server

    Make art and media for a game you are building with Glif: character reference sheets, consistent characters, pixel-art sprite sheets with animation cycles, seamless and PBR textures, 3D models, item…

    213 GitHub stars~831 tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed
  • Make Images

    glifxyz/glif-mcp-server

    Make new still images from a brief with Glif and save them to a folder: concept art, a series of variations, mockups, posters, illustrations, wallpapers, reference boards or any picture that isn't…

    213 GitHub stars~931 tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed
  • Studio

    with-pebbly/aseprite-ai-artist

    The front door for any Aseprite or pixel-art request. An agent skill from with-pebbly/aseprite-ai-artist.

    230 GitHub stars~4k tokensUpdated 3 days ago
    Game DevelopmentAuto-check passed
  • Sprite Gen

    aldegad/sprite-gen

    Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.

    2.7k GitHub stars~4.9k tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed
  • 2D Sprite Generator

    0x0funky/agent-sprite-forge

    Produces game-ready 2D characters, creatures, props, icons and effects as master stills, sheets or clips, and exports frames for common game engines.

    4.4k GitHub stars~3.6k tokensUpdated 5 days ago
    Game DevelopmentAuto-check passed
  • AI Game Art Pipeline

    ybuild-ai/ai-game-art-pipeline-skill

    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…

    297 GitHub stars~1.1k tokensUpdated 3 mo ago
    Game DevelopmentAuto-check passed

More from scenario-labs/skills

All 146 skills in this repo
  • Scenario Blender Grease Pencil

    scenario-labs/skills

    A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…

    946 GitHub stars~4.5k tokensUpdated yesterday
    Auto-check passed
  • Scenario Blender Hair

    scenario-labs/skills

    A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed
  • A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…

    946 GitHub stars~5k tokensUpdated yesterday
    Auto-check passed
  • Scenario Chatgpt Pet Create

    scenario-labs/skills

    A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…

    946 GitHub stars~3.6k tokensUpdated yesterday
    Auto-check passed
  • Scenario Godot Animation

    scenario-labs/skills

    A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed
  • Scenario Godot Audio

    scenario-labs/skills

    A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed

Questions about Scenario Game Assets

What does Scenario Game Assets do?

A skill your agent uses when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings…. Scenario Game Assets is an agent skill from scenario-labs/skills. Use when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character or concept art; or when assets need transparent backgrounds, background removal, style-consistent variation batches, upscaling, pixel-grid cleanup, or PNG export for Unity, Godot, or Unreal.

When should I use Scenario Game Assets?

Scenario Game Assets fits situations like: creating game art through Scenario MCP: sprites; tilesets and autotile terrain transitions; isometric buildings; UI buttons and panels.

How do I install Scenario Game Assets in Claude Code?

Run `npx skills add scenario-labs/skills --skill scenario-game-assets -a claude-code`. Or copy the skill folder (skills/scenario-game-assets in scenario-labs/skills) into .claude/skills/scenario-game-assets in your project. Claude Code loads it when a task matches its description.

How do I install Scenario Game Assets in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-game-assets -a codex`. Or copy the skill folder (skills/scenario-game-assets in scenario-labs/skills) into .agents/skills/scenario-game-assets in your project. Codex loads it when a task matches its description.

Can I use Scenario Game Assets in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add scenario-labs/skills --skill scenario-game-assets -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-game-assets, .gemini/skills/scenario-game-assets, .github/skills/scenario-game-assets and .opencode/skills/scenario-game-assets in your project.

What does Scenario Game Assets need to run?

Going by SKILL.md and its folder, Scenario Game Assets needs Python for the scripts in its folder and the command-line tools its instructions call (npx and curl). Our summary lists: Python 3; Node.js.

Does Scenario Game Assets access the network?

SKILL.md contains no URLs. Its commands use npx and curl, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Game Assets safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Game Assets use?

Scenario Game Assets is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenario Game Assets use?

About 4.5k tokens (SKILL.md is roughly 18k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Scenario Game Assets?

Skills that share tags, products or a category with Scenario Game Assets: Game Assets (glifxyz/glif-mcp-server, 213 stars), Make Images (glifxyz/glif-mcp-server, 213 stars), Studio (with-pebbly/aseprite-ai-artist, 230 stars) and Sprite Gen (aldegad/sprite-gen, 2.7k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Game Assets?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.