Game Asset Generator
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
A skill your agent uses when making the art for a side-scroller or 2D platformer: side-view pixel-art sprite sheets for a hero and ground enemies (run, walk, idle, attack, hurt cycles, air spin…
$ npx skills add scenario-labs/skills --skill scenario-side-view-game-kit -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-side-view-game-kit --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-side-view-game-kit .claude/skills/scenario-side-view-game-kit && 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-side-view-game-kit" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-side-view-game-kit into .claude/skills/scenario-side-view-game-kit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-side-view-game-kit", 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-side-view-game-kitType 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-side-view-game-kit -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-side-view-game-kit --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-side-view-game-kit .agents/skills/scenario-side-view-game-kit && 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-side-view-game-kit" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-side-view-game-kit into .agents/skills/scenario-side-view-game-kit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-side-view-game-kit", 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-side-view-game-kit -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-side-view-game-kit --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-side-view-game-kit .cursor/skills/scenario-side-view-game-kit && 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-side-view-game-kit" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-side-view-game-kit into .cursor/skills/scenario-side-view-game-kit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-side-view-game-kit", 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-side-view-game-kit--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-side-view-game-kit -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-side-view-game-kit --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-side-view-game-kit .gemini/skills/scenario-side-view-game-kit && 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-side-view-game-kit" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-side-view-game-kit into .gemini/skills/scenario-side-view-game-kit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-side-view-game-kit", 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-side-view-game-kitInstalls 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-side-view-game-kit -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-side-view-game-kit .github/skills/scenario-side-view-game-kit && 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-side-view-game-kit" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-side-view-game-kit into .github/skills/scenario-side-view-game-kit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-side-view-game-kit", 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-side-view-game-kit -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-side-view-game-kit --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-side-view-game-kit .opencode/skills/scenario-side-view-game-kit && 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-side-view-game-kit" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-side-view-game-kit into .opencode/skills/scenario-side-view-game-kit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-side-view-game-kit", 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-side-view-game-kitA skill your agent uses when making the art for a side-scroller or 2D platformer: side-view pixel-art sprite sheets for a hero and ground enemies (run, walk, idle, attack, hurt cycles, air spin…
Scenario Side View Game Kit is an agent skill from scenario-labs/skills. Use when making the art for a side-scroller or 2D platformer: side-view pixel-art sprite sheets for a hero and ground enemies (run, walk, idle, attack, hurt cycles, air spin, jump and fall poses) and per-level layers (parallax background and midground, seamless wall texture, platform strip, props). Also use when a magenta key eats part of a sprite, a walk loop will not close, a slash trail keys into a solid block, generated textures do not tile, or poses on one sheet will not split.
Its SKILL.md is about 3.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 9 other files, including scripts and reference files (for example `README.md`, `references/processing-settings.md` and `references/prompt-templates.md`).
It sits in Game Development, covering Sprites and pixel art and Game assets and audio. 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.
2 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 4 files in scripts/ (Python), which the agent can run.
Shell commands in SKILL.md call:
python3npxcurlffmpegFrom 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 Side View Game Kit loads about 3.5k tokens when it runs, and up to ~9.9k if it reads all its reference files. Until then it costs about 129 tokens; SKILL.md has 1,602 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). 1,602 words, ~3,541 tokens.
.claude/skills/scenario-side-view-game-kit/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.A side-scroller needs two families of image assets no single generation gives: pixel sprites that animate cleanly on one feet line, and painted level layers that stack into parallax and repeat without seams. This route comes from a browser side-scroller made in one agent session (one hero, two ground enemies, five levels):
The finish is local on purpose: keying, the loop search, the shared palette and the seamless cross-fade need pixels on disk, and the deliverables are game files. If the user wants the finished strips on the platform too, upload_asset them into a collection.
Connection, scope and the core loop: the scenario skill. Frame tools, GIF previews and engine slicing: scenario-sprite-animation. Pixel cleanup and other statics: scenario-game-assets. Clip model families: scenario-video. Music and sound effects are outside this image 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.
The agent runs the scripts locally (Python 3, Pillow, NumPy; side_sprites.py also needs ffmpeg): reframe_stills.py makes the clip first frames, side_sprites.py builds the strips and imports sprite_cycles.py (never run directly), and process_env.py finishes the level layers. Prompts with slots: references/prompt-templates.md. Read references/processing-settings.md before changing a script flag or when --report flags a loop.
| Step | How | Keep when |
|---|---|---|
| Models | recommend with capability: "txt2img" (stills, pose sheet, layers) or "img2video" plus features: ["endImage"] (clips), the user's words as prompt; then model_schema_get | You know each schema's field names, enums and caps |
| Reframe and upload | reframe_stills.py: figure 58% of a 960 square, feet at 82%; upload_asset + upload_asset_complete the rest frame, and the action frame for the hero's air spin | Headroom for a raised weapon or a somersault |
| Pose sheet | Text to image, chosen still as reference, 4 poses in a row on magenta | Same design and palette as the strips |
| Price and wait | dry_run: true per distinct payload, then wait: false for the batch and jobs_wait, re-called with pending_job_ids until done | The user heard the total before spending |
| Strips | side_sprites.py --report, then without --report | Loop seams (idle aside) under 0.6x baseline; no solid blocks |
| Level layers | Five renders per level, level 1 first | Dark lower middle, empty midground center, props apart |
| Level finish | process_env.py --env env --out assets --levels N | Texture tiles, ledge trims flat, prop count matches |
| Deliver | Strips and pose images as lossless WebP plus <name>_meta.json (cell, feet anchor, fps); layers as lossy WebP | One anchor per character; nothing magenta at the edges |
Payload names below (startImage, endImage, referenceImages, background, quality, numOutputs, cfgScale) are the build's schemas' examples: use the fields your pick's model_schema_get lists. The image pick needs strong layout adherence, a reference-image input, a transparent-background option and the template's 1536x1024; if its schema lacks one (a pixel-art specialty pick can cap far below that size), take the next ranked pick, even when recommend asks you to choose between such capped picks.
A user asks: "Make the art for my side-scroller: a fox knight hero with a rapier, a mole miner enemy with a pickaxe, and two levels, a mushroom forest and a crystal mine." Pass team_id and project_id on every call (the scenario skill covers picking them).
Hero still. recommend { "capability": "txt2img", "prompt": "<the user's request>; needs reference image input, transparent output" }, model_schema_get the pick, price the two-pose template (left: standing ready facing right; right: mid-jump facing right) with model_run { "model_id": "<pick>", "dry_run": true, "parameters": { "prompt": "...", "width": 1536, "height": 1024, "quality": "high", "background": "opaque", "numOutputs": 2 } }. Tell the user the price, run (jobs_wait with its job_id if it returns in progress), asset_display both takes; keep one with both poses on model, in a pure side profile (every clip inherits a three-quarter body), and nothing pink or purple, asset_download it and curl -L it to fox_two_pose.png.
First frames. python3 scripts/reframe_stills.py fox_two_pose.png --name fox --out frames writes frames/fox_rest.png (left pose, the first frame of every ground clip) and frames/fox_action.png (the jump). Check both, then upload_asset { "file_name": "fox_rest.png", "content_type": "image/png", "kind": "image", "file_size": <bytes> }, PUT the parts, upload_asset_complete { "upload_id": "<id>" }; same for the action frame, which only the air spin uses.
Hero clips. recommend { "capability": "img2video", "features": ["endImage"], "prompt": "<the user's request>; square clip, no audio" }, then model_schema_get. One payload per cycle from the motion templates. With the build's schema:
run: { "prompt": "<run sentence> <facing and tail>", "negativePrompt": "<negative>, slowing down, stopping, standing still",
"startImage": "<fox_rest id>", "duration": "3", "aspectRatio": "1:1", "generateAudio": false }
atk1: { "prompt": "<attack: a fast rapier thrust ... returns to the starting ready pose> <facing and tail>", "negativePrompt": "<negative>",
"startImage": "<fox_rest id>", "endImage": "<fox_rest id>", "duration": "3", "aspectRatio": "1:1", "generateAudio": false }Idle and hurt pin like the attack; the air spin uses the action id as both frames. Price each distinct payload with dry_run: true (first frame only, pinned, changed guidance), give the user the total, launch every clip with "wait": false, and collect them with one jobs_wait { "job_ids": [...] }, re-called with the returned pending_job_ids as job_ids while any is in progress (never poll job_get). asset_download each (omit format on video) and save as clips/fox_<cycle>.mp4, <cycle> being exactly the step 5 --cycles name (run, idle, atk1, spin, hurt). Review each as a local contact sheet (ffmpeg -i clips/fox_run.mp4 -vf "fps=6,scale=240:-1,tile=6x3" fox_run_sheet.png), since asset_display shows no frames of a video; re-run only one that turns toward or away from the camera or travels.
Pose sheet. Text to image with referenceImages: ["<chosen still id>"] and the pose-sheet template (fall, wall cling, plunge, dash). Price, tell the user, run, download as fox_poses.png.
Strips.
python3 scripts/side_sprites.py --clips clips --name fox --cycles run:loop:8,idle:loop:8,atk1:attack:7,spin:attack:8,hurt:attack:5 --report
python3 scripts/side_sprites.py --clips clips --name fox --height 56 --palette 28 \
--cycles run:loop:8,idle:loop:8,atk1:attack:7,spin:attack:8,hurt:attack:5 \
--poses fox_poses.png --jump frames/fox_action.png --webp --out spritesView the strips at 4x, nearest-neighbor. If the slash trail keyed into a white block, re-run with --drop atk1=<index> (0-based) and --force.
Enemy. Same route: two-pose still (rest, and an attack wind-up that keeps the design consistent), reframe, upload only mole_rest.png; walk with the first frame only, the armed-enemy walk wording and a lower guidance such as cfgScale: 0.7 if the schema has one; attack and hurt pinned. side_sprites.py --clips clips --name mole --height 72 --cycles walk:loop:8,attack:attack:8,hurt:attack:5 --report; a walk flagged as a weak loop gets --range walk=12:48 before any re-run.
Level layers. Fill the five environment templates for the mushroom forest (opaque background and texture, the rest transparent). dry_run each distinct setting, tell the user the total, run, download as env/bg1.png, env/mid1.png, env/tex1.png, env/ledge1.png, env/props1.png, then python3 scripts/process_env.py --env env --out assets --levels 1. Put level 1 in the game with the fox on it before generating the crystal mine; process that one alone with --levels 2, (a bare 2 is a count and redoes level 1), --force after a re-render.
Check. Play each strip at its fps from <name>_meta.json, tile the texture across a wall, and draw a long and a short platform.
--drop removes the sampled frame without changing the shared canvas or palette.--poses does) and ask for wide gaps.process_env.py cross-fades opposite edges instead of a re-render.--drop cannot fix since it would remove the strike itself: reject that take, or re-run with "no motion blur, the weapon keeps its colors" in the prompt and "purple or magenta tint on the weapon" in the negative (in one validation run this cleared the tint, and one impact frame still needed --drop).moderation_blocked, and the filter is the provider's: read the error, then run the unchanged payload on a pick from another provider (same recommend, endImage feature kept) per scenario-moderation before softening the beat.© 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 7 other files (scripts, references) in skills/scenario-side-view-game-kit of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Side View Game Kit 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 Side View Game Kit this skillscenario-labs/skills | 946 | — | ~3.5k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Asset Pipelinerehan-remade/universal-modder | 6.5k | — | ~2k | Automated safety check: Pass | MIT | |
| 2D Sprite Generator0x0funky/agent-sprite-forge | 4.4k | — | ~3.6k | Automated safety check: Pass | MIT | |
| Game Asset Generatornotque/vexjoy-agent | 441 | — | ~2.3k | Automated safety check: Notes | MIT | |
| Create Game Assetsgamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~2k | Automated safety check: Pass | Apache-2.0 |
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
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.
notque/vexjoy-agent
Deterministic palette/matrix pixel art (not AI). An agent skill from notque/vexjoy-agent.
gamedev-skills/awesome-gamedev-agent-skills
Plan, generate, source, normalize, and validate cohesive visual game assets.
blendi-remade/isometric-city-fal
Generate sprite sheet images for the isometric city game using the GenerateImage tool.
scenario-labs/skills
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Categories
A skill your agent uses when making the art for a side-scroller or 2D platformer: side-view pixel-art sprite sheets for a hero and ground enemies (run, walk, idle, attack, hurt cycles, air spin…. Scenario Side View Game Kit is an agent skill from scenario-labs/skills. Use when making the art for a side-scroller or 2D platformer: side-view pixel-art sprite sheets for a hero and ground enemies (run, walk, idle, attack, hurt cycles, air spin, jump and fall poses) and per-level layers (parallax background and midground, seamless wall texture, platform strip, props).
Scenario Side View Game Kit fits situations like: making the art for a side-scroller; 2D platformer: side-view pixel-art sprite sheets for a hero and ground enemies (run; jump and fall poses) and per-level layers (parallax background and midground; seamless wall texture.
Run `npx skills add scenario-labs/skills --skill scenario-side-view-game-kit -a claude-code`. Or copy the skill folder (skills/scenario-side-view-game-kit in scenario-labs/skills) into .claude/skills/scenario-side-view-game-kit in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-side-view-game-kit -a codex`. Or copy the skill folder (skills/scenario-side-view-game-kit in scenario-labs/skills) into .agents/skills/scenario-side-view-game-kit 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-side-view-game-kit -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-side-view-game-kit, .gemini/skills/scenario-side-view-game-kit, .github/skills/scenario-side-view-game-kit and .opencode/skills/scenario-side-view-game-kit in your project.
Going by SKILL.md and its folder, Scenario Side View Game Kit needs Python for the scripts in its folder and the command-line tools its instructions call (python3, npx, curl and ffmpeg). 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 Side View Game Kit is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.5k tokens (SKILL.md is roughly 14k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 6.4k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Side View Game Kit: Game Asset Generator (htdt/godogen, 7.1k stars), Asset Pipeline (rehan-remade/universal-modder, 6.5k stars), 2D Sprite Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Game Asset Generator (notque/vexjoy-agent, 441 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.