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

MITAuto-check passedGame Development

Install Studio

skills CLI
$ npx skills add with-pebbly/aseprite-ai-artist --skill studio -a claude-code

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

GitHub CLI
$ gh skill install with-pebbly/aseprite-ai-artist studio --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/with-pebbly/aseprite-ai-artist.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/studio .claude/skills/studio && 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
studio
GitHub stars
172
Token cost
~4k tokens
SKILL.md length
2,117 words
Files
1
Skills in repo
14
Repo updated
First seen
Licence
MIT

At a glance

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

  • Works in 9 steps: Pick the Aseprite, then preflight. Two… → Read the room. sprite_info on whatever… → Classify the request against the table… → …
  • A request spans several steps (make me an animated knight for Godot)
  • SKILL.md covers Procedure, Live or headless, Routing and Subject rules, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Studio is an agent skill from with-pebbly/aseprite-ai-artist. The front door for any Aseprite or pixel-art request. Works out what the user actually wants, picks which workflows to run and in what order — and whether to work in the user's open Aseprite window or a headless batch Aseprite (--headless / --live force it) — hands parts to the specialist agents where the harness has them, and does not stop until the result has been looked at and reviewed. Use when a request spans several steps ("make me an animated knight for Godot") or when you are unsure which workflow applies.

Its SKILL.md is about 4k 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 and Game development. It works with Godot and 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.

When your agent uses it

  • A request spans several steps (make me an animated knight for Godot)
  • You are unsure which workflow applies

Example prompts

  • “make me an animated knight for Godot”
  • “/studio”

Workflow steps

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

  1. Pick the Aseprite, then preflight. Two places the work can happen
  2. Read the room. sprite_info on whatever is open. An open sprite changes
  3. Classify the request against the table below. Most requests are one row;
  4. Decide once whether to ask. Open-ended requests start with aseprite:brief,
  5. Design before drawing. Anything new — a character, a prop, a scene, an
  6. Run the chain. For each stage, read its skill (skill://) and
  7. Look after every stage that changed pixels. look op preview for the
  8. Get judged by someone who did not draw it. For anything you drew or
  9. Report in a few lines: what exists now (document, layers, tags, files

What it can do on your machine

Read from SKILL.md and the folder at commit f51fe69. 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

    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.

  • Network

    No URLs in SKILL.md.

    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

Studio loads about 4k tokens when it runs. Until then it costs about 133 tokens; SKILL.md has 2,117 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~133
When it runs · the whole SKILL.md, loaded when a task matches
~4k

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); files beside SKILL.md are not scanned.

SKILL.md

The full file from with-pebbly/aseprite-ai-artist at commit f51fe69, republished under its MIT licence (© with-pebbly). 2,117 words, ~3,960 tokens.

Download SKILL.mdSave it as .claude/skills/studio/SKILL.md (or your agent's skills folder).
name
studio
description
The front door for any Aseprite or pixel-art request. Works out what the user actually wants, picks which workflows to run and in what order — and whether to work in the user's open Aseprite window or a headless batch Aseprite (`--headless` / `--live` force it) — hands parts to the specialist agents where the harness has them, and does not stop until the result has been looked at and reviewed. Use when a request spans several steps ("make me an animated knight for Godot") or when you are unsure which workflow applies.
title
Take any Aseprite request end to end

Take any Aseprite request end to end

The other workflows each do one thing well. This one decides which of them the request needs, runs them in the order that keeps mistakes cheap, and owns the result until it is finished. It does not replace them: at every step, read the workflow it names and follow that — do not do the step from memory.

Procedure

  1. Pick the Aseprite, then preflight. Two places the work can happen: live, the user's open window, which they watch and can undo; or headless, a batch Aseprite this server runs with no window, where the only results are your look previews and the files you save. Decide before the first call, from the request — see Live or headless below — and pass it: preflight mode="headless" or preflight mode="live". When the request says nothing either way, call preflight without mode and keep the mode the server started in.

    If not ready, stop and tell the user what to fix. Nothing below works without Aseprite, and editing files on disk instead is never an acceptable recovery. In headless there is no window: show previews as you go and save (sprite_manage op save_as) before reporting.

  2. Read the room. sprite_info on whatever is open. An open sprite changes the plan: "make it bigger" means a sprite that exists, and its canvas and palette answer questions you would otherwise have to ask.

  3. Classify the request against the table below. Most requests are one row; a big one ("animated knight, export for Godot") chains several. Write the chain down before starting — it is the plan you report progress against.

  4. Decide once whether to ask. Open-ended requests start with aseprite:brief, which puts every decision to the user in one message. Specific requests ("add a 1px outline", "export this as a GIF") do not — just do them. Never ask more than once per stage: a user who asked for a whole animation does not want to approve every frame.

  5. Design before drawing. Anything new — a character, a prop, a scene, an animation — goes through aseprite:concept before a pixel is placed: it writes the art spec (scenario, palette, poses), turns it into a prompt for an image model, and offers the user two ways on: generate a concept sheet or storyboard with that prompt and send it back, or continue without one. That offer rides in the brief's message when there is a brief, so the user still answers once. If they will send references, stop and wait; when the images arrive, aseprite:concept reads them into a PixelSpec and imports them. If the user already supplied reference art, skip the prompt and go straight to reading it.

  6. Run the chain. For each stage, read its skill (skill://<name>) and follow it. Hand a stage to a specialist agent when your harness has one (see below) — the agent reads the same rules, so the result is the same whether it runs or you do.

  7. Look after every stage that changed pixels. look op preview for the read, op ascii when position matters, op compare when there is a reference. A stage is done when you have seen its result, not when its tool reported success.

  8. Get judged by someone who did not draw it. For anything you drew or changed, hand the result to the pixel-critic agent where the harness has one — never grade your own work in place of it; you know what you meant, so you see it. Give it the document name and the brief, nothing about how it was made. Elsewhere, run aseprite:review and do its cold read first.

    The critique decides whether you iterate at all. A draft ships as it is when its critique has no BLOCKING finding and scores 7/10 or more — note its other findings in your report and stop. Below that, or while any BLOCKING finding remains, fix it — at most three fix rounds. Stopping a weak draft only because nothing was marked BLOCKING leaves it weak.

    Each round fixes the BLOCKING findings, or when there are none the one change the critic names as its first fix — never a general polish. A fresh critic always finds something, and each finds something different; polishing on that alone rebuilds parts that already worked. The guards below are what keep a round from doing that:

    • Snapshot before you touch it. export op="png" the current frame (or op="gif" for an animation) to a scratch path, and keep an exact copy of every layer you will change — export op="aseprite" to a scratch path, or the layer's rows from look op="ascii". Restoring means writing those rows back as a grid at the same x/y, or opening the copy and layer op="duplicate" toSprite=<document>.
    • Fix, don't redraw. A fix changes the pixels the finding points at — read that region with look op="ascii", change those rows, write them back as a grid — or recolours a mass that is too dark (recolor). If the round changed more than about a quarter of a layer's opaque pixels, it was a redraw: restore the snapshot and make the smaller fix. Never touch pixels the brief says must stay as they are.
    • Decide by comparison, not by score. Scores from separate critic calls are not on one scale — the same tree drew 5/10 from one critic and 4/10 from the next. After the fix, export the new version next to the snapshot, and give one critic call both images, in an order it cannot read anything into (a.png, b.png, coin-flipped), asking which is the better sprite for the brief and whether the BLOCKING finding is gone. Keep the fix only if it picks the new one; otherwise restore. Two rounds in a row that the comparison rejects end the loop.

    Do not change pixels after the last critique; anything you edit afterwards goes back to the critic. A critique whose cold read did not name your subject is the most important finding you will get: the picture does not say what you think it says. Report each round: the BLOCKING finding, what you changed, and which version the comparison chose.

  9. Report in a few lines: what exists now (document, layers, tags, files written), what you decided on the user's behalf, what you compromised on and why — including where the sprite departs from the reference on purpose. Show it — a look preview or the exported file's path, not an adjective.

Live or headless

Read the flags first, then the request. The first row that matches decides.

The requestMode
contains --headless (or says "headless", "без окна", "in the background", "don't open Aseprite")headless, forced — do not second-guess it
contains --live (or "in my Aseprite", "in the window", "so I can watch")live, forced
edits something open in the user's window — "this sprite", "the selected layer", "fix my knight"live — the art is there, not on disk
produces files and nothing else: a batch of assets, sprites generated into a folder, a CI or build step, a spritesheet from .aseprite files on disk, a run on a machine with no displayheadless
anything else — draw me a knight, animate this, a paletteno mode: keep what the server started in (live, unless the operator ran it with --headless)

Strip the flag from the request before reading the rest of it: --headless a knight is a request for a knight.

Then the one rule that matters: the mode is chosen from the request, never from a failure. If live preflight says Aseprite is not attached, do not switch to headless to get the work done anyway — tell the user, and if the work would suit headless, offer it as one question ("Aseprite isn't open — open it, or should I work headless and save the files to …?"). Switch only on their answer. A user who wanted to watch in their window and got files instead has been ignored, and the .aseprite they had open is a file you were never meant to write.

Switching mid-task is allowed when the user asks for it; each side keeps its own documents. Headless refuses to open or save a file the user's window has open (file_open_in_editor) — that refusal is the answer, not an obstacle to route around. Say which mode you used in the report.

Show full SKILL.md (740 more words)Show less

Routing

The user wantsChain
Something new, loosely described ("a knight")aseprite:brief + aseprite:concept (one message) → aseprite:new → aseprite:palette if the palette is not settled → aseprite:draw → aseprite:shade → aseprite:review
Something new, fully specifiedaseprite:concept → aseprite:new → aseprite:draw → aseprite:shade → aseprite:review
Pixel art of a picture the user supplied ("make this character a sprite")aseprite:brief if size or palette is open → aseprite:concept from its reference step → aseprite:new → aseprite:draw → aseprite:review
An animation of a characterthe drawing chain above if nothing exists yet, with a storyboard in the concept prompt → aseprite:rig → aseprite:animate → aseprite:review
An animation of a sprite that is already riggedaseprite:concept for the storyboard (offer) → aseprite:animate → aseprite:review
Tiles, terrain, level artaseprite:brief if open-ended → aseprite:concept (an environment sheet) → aseprite:tileset → aseprite:review
Colours changed, a retro look, a cleanupaseprite:palette → aseprite:review
Volume, light, "it looks flat"aseprite:shade → aseprite:review
A change to existing art ("make it more menacing", "fix the hands")aseprite:fix → aseprite:review
An opinion ("is this good?", "why does it look off?")aseprite:review only — report, do not edit unless asked
Files for an engine or for sharingaseprite:review if not already done → aseprite:export
Words on the art — a label, score, title cardaseprite:draw (its Text section) → aseprite:review
Nine-slice UI panels, pivots or hotspots for an engineaseprite:export (slices)
Share the finished work in the community galleryaseprite:review if not already done → aseprite:submit

If a request fits no row, it is usually a direct tool call ("rename the layer", "add a frame"): make it, look if pixels changed, and say what you did.

Subject rules

Before a stage draws or animates something, read the rule files for its subject — every stage, and every agent you hand a stage to. Two or three files is normal; reading all of them is not. Each one has size budgets, mistakes, a review list and ```grid templates to transcribe with draw op grid.

DrawingRead
Any characterrules://30-proportions-by-size, rules://31-anatomy-and-pose, rules://36-character-design
Its face, eyes, expressionrules://32-heads-and-faces, rules://33-eyes-and-expressions
Hands, feet, a held weaponrules://34-hands-and-feet
Hair, clothing, armour, capesrules://35-hair-and-clothing, rules://23-materials-soft
A turnaround, top-down or 8-direction setrules://37-views-and-directions, rules://47-top-down-animation
A dialogue portraitrules://38-portraits
Any animationrules://40-timing-and-spacing, plus the cycle below
Idle, walk/run, jump, attackrules://41-idle-and-breathing, rules://42-walk-and-run, rules://43-jump-fall-land, rules://44-attacks-and-impacts
Hair, capes, tails in motion; tiny movementrules://45-secondary-motion, rules://46-subpixel-animation
Animalsrules://50-quadrupeds, rules://51-animal-gaits, rules://52-birds-and-flight, rules://53-small-creatures
Monstersrules://54-monster-design, rules://36-character-design
Sky, landscape, a backgroundrules://60-skies-and-atmosphere, rules://61-landscapes-and-terrain, rules://62-parallax-backgrounds
Trees, water, groundrules://63-trees-and-foliage, rules://64-water, rules://65-ground-rocks-grass
Tilesets, buildings, roomsrules://66-tiles-and-autotiling, rules://67-architecture-and-interiors
Anything with depth: perspective, isometric, solid formsrules://70-perspective, rules://71-isometric, rules://72-3d-forms
Items, weapons, vehicles, rotating objectsrules://73-props-and-items, rules://74-vehicles-and-machines, rules://75-rotation-and-turnarounds
Fire, smoke, magic, hits, particles, weatherrules://80-vfx-fire-smoke-magic, rules://81-impacts-and-game-feel, rules://82-particles-and-weather
UI, icons, textrules://83-ui-and-icons, rules://84-bitmap-fonts
Colour, materials, lightrules://20-color-for-pixel-art, rules://22-materials-hard, rules://23-materials-soft, rules://24-lighting-scenarios
A retro platform look or a fixed paletterules://21-limited-and-platform-palettes, rules://90-platform-styles
Line quality, AA, dithering, small sizesrules://10-lines-and-curves, rules://11-clusters-and-noise, rules://12-anti-aliasing, rules://13-dithering-and-texture, rules://14-readability-and-scale
A whole scenerules://91-composition-and-scenes
Review, or "it looks AI-made"rules://92-generated-art-tells, rules://07-review-checklist

Specialists

Claude Code and omp ship four agents. Use them when the harness offers them; elsewhere, run the matching skill yourself.

AgentTakes overInstead of
palette-smithproposing and justifying a paletteaseprite:palette
rig-builderplanning and building the layer rigaseprite:rig
animation-directorkey poses, timing and tags before frames are drawn — and the storyboard panels for the concept promptthe planning half of aseprite:animate
pixel-critica scored, located critique; read-onlyaseprite:review

Give an agent the brief, the PixelSpec if there is one, the document name and the stage it owns — it starts with no memory of this conversation. Run agents one at a time: they all edit the same open document, and two at once will fight over the active layer and frame.

What this workflow must not do

  • Skip the brief on an open-ended request to seem fast. Guessed size and palette cost a full redraw when they are wrong.
  • Skip the concept offer on something new because drawing straight away looks faster. The user decides whether to generate references; you decide only how to phrase the prompt.
  • Pixelize a reference — downscale it onto the canvas and call it art. It is a guide for shapes and poses; the pixels are still drawn.
  • Ask about things a default covers. Light from the upper-left is not worth a round trip.
  • Declare done without look and a review. A tool result saying pixels changed is not evidence the sprite is right.
  • Leave the user's document in a state they did not ask for — stray scratch layers, a changed active frame, colours added to the palette without saying so.

rules://index for the craft every stage relies on, rules://07-review-checklist for what "finished" means.

© 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

Files

Just SKILL.md in skills/studio of with-pebbly/aseprite-ai-artist.

Open the folder on GitHubat commit f51fe69

Compare with similar skills

Studio 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.

Studio compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Studio this skillwith-pebbly/aseprite-ai-artist172—~4kAutomated safety check: PassMIT
Game Assetsglifxyz/glif-mcp-server212—~831Automated safety check: PassMIT
Scenario Game Assetsscenario-labs/skills913—~4.5kAutomated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.6k—~4.5kAutomated safety check: PassApache-2.0
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT
MCP DriverRandallLiuXin/GodotMaker5491 repos~1.1kAutomated safety check: PassCustom licence

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More from with-pebbly/aseprite-ai-artist

All 14 skills in this repo
  • Animate

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  • Draw

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  • Export

    with-pebbly/aseprite-ai-artist

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  • Fix

    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.

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  • New

    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.

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  • Palette

    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.

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Questions about Studio

What does Studio do?

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

When should I use Studio?

Studio fits situations like: A request spans several steps (make me an animated knight for Godot); you are unsure which workflow applies.

How do I install Studio in Claude Code?

Run `npx skills add with-pebbly/aseprite-ai-artist --skill studio -a claude-code`. Or copy the skill folder (skills/studio in with-pebbly/aseprite-ai-artist) into .claude/skills/studio in your project. Claude Code loads it when a task matches its description.

How do I install Studio in Codex?

Run `npx skills add with-pebbly/aseprite-ai-artist --skill studio -a codex`. Or copy the skill folder (skills/studio in with-pebbly/aseprite-ai-artist) into .agents/skills/studio in your project. Codex loads it when a task matches its description.

Can I use Studio 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 with-pebbly/aseprite-ai-artist --skill studio -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/studio, .gemini/skills/studio, .github/skills/studio and .opencode/skills/studio in your project.

What does Studio need to run?

SKILL.md names no scripts, command-line tools or credentials: Studio is instructions for the agent only.

Does Studio access the network?

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.

Is Studio 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. Review the folder before installing.

What licence does Studio use?

Studio is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Studio use?

About 4k tokens (SKILL.md is roughly 16k 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 Studio?

Skills that share tags, products or a category with Studio: Game Assets (glifxyz/glif-mcp-server, 212 stars), Scenario Game Assets (scenario-labs/skills, 913 stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars) and AI Game Art Pipeline (ybuild-ai/ai-game-art-pipeline-skill, 297 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Studio?

with-pebbly (a GitHub organization) maintains it in with-pebbly/aseprite-ai-artist, which has 172 GitHub stars. The repository holds 14 skills in this directory. The repository was last updated on October 8, 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.