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…
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…
$ npx skills add scenario-labs/skills --skill scenario-game-assets -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-game-assets --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "scenario-game-assets" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-game-assets into .claude/skills/scenario-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-game-assets", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/scenario-labs/skills/tree/main/skills/scenario-game-assetsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add scenario-labs/skills --skill scenario-game-assets -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-game-assets --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/scenario-game-assets .agents/skills/scenario-game-assets && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scenario-game-assets" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-game-assets into .agents/skills/scenario-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-game-assets", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add scenario-labs/skills --skill scenario-game-assets -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-game-assets --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/scenario-game-assets .cursor/skills/scenario-game-assets && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "scenario-game-assets" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-game-assets into .cursor/skills/scenario-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-game-assets", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/scenario-labs/skills.git --path skills/scenario-game-assets--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add scenario-labs/skills --skill scenario-game-assets -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-game-assets --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/scenario-game-assets .gemini/skills/scenario-game-assets && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "scenario-game-assets" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-game-assets into .gemini/skills/scenario-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-game-assets", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install scenario-labs/skills scenario-game-assetsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add scenario-labs/skills --skill scenario-game-assets -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/scenario-game-assets .github/skills/scenario-game-assets && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "scenario-game-assets" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-game-assets into .github/skills/scenario-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-game-assets", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add scenario-labs/skills --skill scenario-game-assets -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install scenario-labs/skills scenario-game-assets --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/scenario-game-assets .opencode/skills/scenario-game-assets && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "scenario-game-assets" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-game-assets into .opencode/skills/scenario-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-game-assets", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
scenario-game-assetsA 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.
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.
7 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.
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.
Ships 1 file in scripts/ (Python), which the agent can run.
Shell commands in SKILL.md call:
npxcurlFrom the folder's file list and the shell code blocks in SKILL.md.
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.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,436 words, ~4,465 tokens.
.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.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.
| Task | Call |
|---|---|
| Find a model by asset type | recommend 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 inputs | model_schema_get (always before model_run) |
| Generate | model_run (dry_run=true prices a batch; wait=false in waves under the concurrency ceiling, relaunching 429-refused ones), then jobs_wait |
| Transparent background | recommend for a native-alpha generator first; else for background removal on the asset |
| Upscale or enhance | recommend for upscaling (2x to 16x tools exist) |
| Pixel-art cleanup | recommend for cleanup (grid snapping, palette reduction) |
| Parallax background planes | Split a painted background with the layer tool (recommend, capability: "img2img"), or generate one plane per run; see Parallax backgrounds |
| Export for an engine | asset_download with format="png" |
Request: "four style-matched potion icons for an RPG inventory."
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.model_schema_get model_id="<picked id>". Note the prompt field, size fields, and any sample-count parameter.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.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.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.recommend for upscaling, model_schema_get as always; upscalers go 2x to 8x and beyond).asset_download asset_id, format="png" (PNG keeps alpha). Follow redirects: curl -L -o potion.png "<url>".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.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.scenario-model-training skill); trained models use the same generation loop.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.
Verify the set by measurement, not by eye: compare each output's alpha bounding box against the source before accepting the batch.
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.
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.
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.
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.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.
recommend) for grid snapping and a strict palette.model_schema_get: specialty models (the pixel-art family) are txt2img-only with their own fields; generic parameters get rejected.© 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
SKILL.md and 4 other files (scripts) in skills/scenario-game-assets of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Scenario Game Assets this skillscenario-labs/skills | 946 | — | ~4.5k | Automated safety check: Pass | MIT | |
| Game Assetsglifxyz/glif-mcp-server | 213 | — | ~831 | Automated safety check: Pass | MIT | |
| Make Imagesglifxyz/glif-mcp-server | 213 | — | ~931 | Automated safety check: Pass | MIT | |
| Studiowith-pebbly/aseprite-ai-artist | 230 | — | ~4k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| 2D Sprite Generator0x0funky/agent-sprite-forge | 4.4k | — | ~3.6k | Automated safety check: Pass | MIT |
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…
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…
with-pebbly/aseprite-ai-artist
The front door for any Aseprite or pixel-art request. An agent skill from with-pebbly/aseprite-ai-artist.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
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.
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…
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…
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.
scenario-labs/skills
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…
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…
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…
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…
Works with
Categories
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.
Scenario Game Assets fits situations like: creating game art through Scenario MCP: sprites; tilesets and autotile terrain transitions; isometric buildings; UI buttons and panels.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.