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.
Draw a sprite from silhouette to finished pixels, in the order that catches mistakes while they are still cheap — block in, check the silhouette, shade, outline, verify.
$ npx skills add with-pebbly/aseprite-ai-artist --skill draw -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install with-pebbly/aseprite-ai-artist draw --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/with-pebbly/aseprite-ai-artist.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/draw .claude/skills/draw && 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 "draw" agent skill from https://github.com/with-pebbly/aseprite-ai-artist/tree/main/skills/draw into .claude/skills/draw/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "draw", 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/with-pebbly/aseprite-ai-artist/tree/main/skills/drawType 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 with-pebbly/aseprite-ai-artist --skill draw -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install with-pebbly/aseprite-ai-artist draw --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/with-pebbly/aseprite-ai-artist.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/draw .agents/skills/draw && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "draw" agent skill from https://github.com/with-pebbly/aseprite-ai-artist/tree/main/skills/draw into .agents/skills/draw/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "draw", 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 with-pebbly/aseprite-ai-artist --skill draw -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install with-pebbly/aseprite-ai-artist draw --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/with-pebbly/aseprite-ai-artist.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/draw .cursor/skills/draw && 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 "draw" agent skill from https://github.com/with-pebbly/aseprite-ai-artist/tree/main/skills/draw into .cursor/skills/draw/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "draw", 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/with-pebbly/aseprite-ai-artist.git --path skills/draw--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 with-pebbly/aseprite-ai-artist --skill draw -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install with-pebbly/aseprite-ai-artist draw --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/with-pebbly/aseprite-ai-artist.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/draw .gemini/skills/draw && 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 "draw" agent skill from https://github.com/with-pebbly/aseprite-ai-artist/tree/main/skills/draw into .gemini/skills/draw/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "draw", 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 with-pebbly/aseprite-ai-artist drawInstalls 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 with-pebbly/aseprite-ai-artist --skill draw -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/with-pebbly/aseprite-ai-artist.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/draw .github/skills/draw && 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 "draw" agent skill from https://github.com/with-pebbly/aseprite-ai-artist/tree/main/skills/draw into .github/skills/draw/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "draw", 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 with-pebbly/aseprite-ai-artist --skill draw -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install with-pebbly/aseprite-ai-artist draw --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/with-pebbly/aseprite-ai-artist.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/draw .opencode/skills/draw && 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 "draw" agent skill from https://github.com/with-pebbly/aseprite-ai-artist/tree/main/skills/draw into .opencode/skills/draw/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "draw", 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.
drawDraw a sprite from silhouette to finished pixels, in the order that catches mistakes while they are still cheap — block in, check the silhouette, shade, outline, verify.
Draw is an agent skill from with-pebbly/aseprite-ai-artist. Draw a sprite from silhouette to finished pixels, in the order that catches mistakes while they are still cheap — block in, check the silhouette, shade, outline, verify. Use for the main body of any drawing task.
Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Sprites and pixel art. It works with Model Context Protocol. The repository describes itself as: Your coding agent paints pixel art in the Aseprite window you already have open. MCP server + skills for Claude Code, omp, Codex, Gemini CLI and Cursor — draws, looks at its…. The licence is MIT.
8 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 565814f. 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.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
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.
Draw loads about 1.5k tokens when it runs. Until then it costs about 54 tokens; SKILL.md has 853 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); files beside SKILL.md are not scanned.
The full file from with-pebbly/aseprite-ai-artist at commit 565814f, republished under its MIT licence (© with-pebbly). 853 words, ~1,537 tokens.
.claude/skills/draw/SKILL.md (or your agent's skills folder).The order matters more than the technique. Detail added before the form is right just makes the wrongness harder to see and more expensive to fix.
preflight, then sprite_info. You need the real layer names, frame count and
palette. Do not assume them — a wrong layer name means drawing into the user's
finished art.
If aseprite:concept produced a PixelSpec, it is the plan: its landmarks and
bounding boxes are where the shapes go, its palette mapping is which colour
each mass gets, its deviations are what you leave out. When a reference layer
exists (reference op="list"), you are drawing over it — the steps below are
the same, and step 3 gains a comparison.
Then read the subject rules for what you are drawing — the table in
skill://studio under Subject rules names them. A hand, a face, a horse,
an isometric crate or a waterfall each has its own file with size budgets
and ```grid templates. A template is a starting point you transcribe with
draw op grid, mapping each legend role onto the sprite's palette; adapt
it to the pose rather than inventing the shape from nothing.
One flat colour, no detail. Target the base layer. Everything in one draw
call.
For anything up to about 32×32, write it as a grid: one character per pixel, so you see the whole silhouette while you write it instead of finding out afterwards what a stack of ellipses and rects added up to.
draw layer="base" label="block in slime" ops=[
{ kind:"grid", x:8, y:10, legend:{ "O":"#5f574f" }, rows:[
"....OOOO....",
"..OOOOOOOO..",
".OOOOOOOOOO.",
"OOOOOOOOOOOO",
"OOOOOOOOOOOO",
".OOOOOOOOOO." ] }
]Every row must be the same width, . is transparent, and transparent cells
erase what is under them (transparent:"skip" to stamp over existing art
instead). Bigger sprites: one grid per body part or per layer, each at its own
x/y — long rows of identical characters are where a model miscounts, and a
ragged row is refused with its row number rather than silently shifted.
Shapes are still the right tool for big regular forms — a sky gradient, a floor, a 40-pixel circle:
draw layer="base" label="block in knight" ops=[
{ kind:"ellipse", rect:{x:12,y:4,width:8,height:8}, color:"#5f574f", fill:"#5f574f" },
{ kind:"rect", rect:{x:11,y:12,width:10,height:10}, color:"#5f574f", fill:"#5f574f" },
…
]Batch aggressively. One call is one undo step for the user; forty calls are
forty. See rules://03-silhouette-and-form.
look op="preview"Ask yourself the only question that matters here: is it recognisable as one flat shape? If not, fix it now. Shading a bad silhouette is wasted work.
Watch for: symmetry that reads as a statue, tangents where an arm fuses into the torso, limbs all the same thickness.
With a reference, preview blends the half-transparent reference into the
art — use look op="compare" instead: reference left, art right. Name the
three to five largest mismatches (silhouette, proportion, pose, where the
colour masses sit), fix only those in one draw call, compare again. Stop when
what is left is a deviation the PixelSpec lists. This loop repeats after
materials (step 4) and after shading (step 5): the reference is a check on
every stage, not only the first.
Replace regions of the blockout with each material's base colour — skin, metal,
leather, cloth. Still flat. Still one draw call.
See aseprite:shade. One shadow step, look, one light step, look. Stop there
unless the sprite is 32px+ and genuinely needs more.
Pick one style from rules://04-outlines-and-edges and apply it consistently.
Selective outlining — outside only — is usually right. transform op outline
does the mechanical part: side="outside" grows the shape by a pixel,
side="inside" recolours its edge and keeps the size; diagonals=true fills
the corner pixels for square corners, off leaves them cut and softer.
Hand-place where you want it broken.
draw op kind text lays out a string from a bitmap font and draws it in the
same batch as everything else. Pass measureOnly: true with only text ops
first to get the ink bounds back without touching the sprite — that is how
you centre a label or size a panel around it before committing to a position.
See TOOLS.md for the font format.
look op="ascii"The text grid is where you catch the pixel one row too low and the line run of 3 in a sequence of 2s. A preview cannot show you those.
To fix what it shows, edit the grid itself: look op="ascii" layer="base" rulers=false region=… returns bare rows plus origin; change the cells that
are wrong and send the rows back as draw kind grid at that origin, with the
legend look gave you. Only the region you send is touched. A glyph is a
palette index and means the same colour in every region you read.
validateFix every error. Report warnings you chose not to fix, with the reason.
paletteLock on. When the result says a colour moved with ΔE > 12, the
palette has no colour for what you asked — say so rather than turning the lock
off.label to describe the intent; it becomes the user's undo entry.rules://00-core-principles, rules://02-shading-and-light,
rules://03-silhouette-and-form, rules://04-outlines-and-edges,
rules://10-lines-and-curves, rules://11-clusters-and-noise, and the subject
files listed in skill://studio under Subject rules.
© with-pebbly, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in skills/draw of with-pebbly/aseprite-ai-artist.
Open the folder on GitHubat commit 565814f
Draw 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 |
|---|---|---|---|---|---|---|
| Draw this skillwith-pebbly/aseprite-ai-artist | 149 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.6k | — | ~4.4k | Automated safety check: Pass | Apache-2.0 | |
| Pixel FaceCotal-AI/Cotal | 309 | — | ~1.5k | Automated safety check: Pass | Apache-2.0 | |
| Fal Assetsrehan-remade/universal-modder | 4.7k | — | ~2k | Automated safety check: Notes | MIT | |
| Game Assetsglifxyz/glif-mcp-server | 212 | — | ~831 | Automated safety check: Pass | MIT | |
| Scenario Game Assetsscenario-labs/skills | 898 | — | ~4.5k | Automated safety check: Pass | MIT |
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
Cotal-AI/Cotal
Create or improve a 32×32 pixel-art persona face for the Frontier Faces demo (examples/04-frontier-faces/personas.mjs) — the animated agent avatars rendered by face-term.mjs / the browser…
rehan-remade/universal-modder
Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api.
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…
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…
PersonalJarvis/PersonalJarvis
Develop or redesign Personal Jarvis world art, buildings, characters and 3D assets through an authored Blender reference scene, runtime review and controlled asset rollout.
with-pebbly/aseprite-ai-artist
Build an idle, walk, run or attack cycle from key poses, set timing that reads as motion rather than a metronome, tag it, and review it as a filmstrip.
with-pebbly/aseprite-ai-artist
Produce the files an engine actually consumes — spritesheets with atlases, GIFs, scaled PNGs — with the tags and layout the target needs.
with-pebbly/aseprite-ai-artist
Change a sprite that already exists — the user's own work or your earlier output — without destroying what is already right.
with-pebbly/aseprite-ai-artist
Create a new Aseprite document with the right canvas size, colour mode, palette and layer structure, so later work does not have to fight the setup.
with-pebbly/aseprite-ai-artist
Pick a palette that fits the request, build hue-shifted ramps, or clean up a sprite whose colours have sprawled.
with-pebbly/aseprite-ai-artist
Run the mechanical checks and the by-eye checks, then report what you found with evidence instead of declaring success.
Works with
Categories
Draw a sprite from silhouette to finished pixels, in the order that catches mistakes while they are still cheap — block in, check the silhouette, shade, outline, verify. Draw is an agent skill from with-pebbly/aseprite-ai-artist. Draw a sprite from silhouette to finished pixels, in the order that catches mistakes while they are still cheap — block in, check the silhouette, shade, outline, verify.
Draw fits situations like: the main body of any drawing task; tasks that involve Sprites and pixel art.
Run `npx skills add with-pebbly/aseprite-ai-artist --skill draw -a claude-code`. Or copy the skill folder (skills/draw in with-pebbly/aseprite-ai-artist) into .claude/skills/draw in your project. Claude Code loads it when a task matches its description.
Run `npx skills add with-pebbly/aseprite-ai-artist --skill draw -a codex`. Or copy the skill folder (skills/draw in with-pebbly/aseprite-ai-artist) into .agents/skills/draw 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 with-pebbly/aseprite-ai-artist --skill draw -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/draw, .gemini/skills/draw, .github/skills/draw and .opencode/skills/draw in your project.
SKILL.md names no scripts, command-line tools or credentials: Draw is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. 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. Review the folder before installing.
Draw is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.5k tokens (SKILL.md is roughly 6.1k 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 Draw: Sprite Gen (aldegad/sprite-gen, 2.6k stars), Pixel Face (Cotal-AI/Cotal, 309 stars), Fal Assets (rehan-remade/universal-modder, 4.7k stars) and Game Assets (glifxyz/glif-mcp-server, 212 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
with-pebbly (a GitHub organization) maintains it in with-pebbly/aseprite-ai-artist, which has 149 GitHub stars. The repository holds 14 skills in this directory. The repository was last updated on October 6, 2026.
Source: with-pebbly/aseprite-ai-artist on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.