Agent skill

AI Game Art Pipeline

by ybuild-ai in 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…

MITAuto-check passedGame Development

Install AI Game Art Pipeline

skills CLI
$ npx skills add ybuild-ai/ai-game-art-pipeline-skill --skill ai-game-art-pipeline -a claude-code

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

GitHub CLI
$ gh skill install ybuild-ai/ai-game-art-pipeline-skill ai-game-art-pipeline --agent claude-code

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

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

Facts

Skill name
ai-game-art-pipeline
GitHub stars
297
Token cost
~1.1k tokens
SKILL.md length
509 words
Files
29 (incl. scripts, references)
Skills in repo
1
Repo updated
First seen
Licence
MIT

At a glance

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…

  • Works in 7 steps: Identify the runtime job and target… → Check whether canonical assets already… → Pick one scenario reference below. → …
  • Building actual game assets for PixiJS/Canvas/Unity/Godot/SpriteKit/etc.
  • SKILL.md covers Core Rule, Default Workflow, Scenario References and Bundled Scripts, plus 3 more sections
  • Runs Python scripts from its folder

What it does

AI Game Art Pipeline is an agent skill from 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, Veo/Seedance-style video-to-frames, cinematic ultimates, backgrounds, FX, SFX, runtime packaging, and QA. Use when building actual game assets for PixiJS/Canvas/Unity/Godot/SpriteKit/etc., not one-off marketing images.

Its SKILL.md is about 1.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 33 other files, including scripts and reference files (for example `.github/ISSUE_TEMPLATE/pipeline_case.md`, `.github/ISSUE_TEMPLATE/script_request.md` and `CHANGELOG.md`).

It sits in Game Development, covering Sprites and pixel art, AI video generation and Game development. It works with Seedance and Godot. The repository describes itself as: Agent skill from Y Build for turning AI images and videos into playable game art assets. The licence is MIT.

When your agent uses it

  • Building actual game assets for PixiJS/Canvas/Unity/Godot/SpriteKit/etc.
  • Not one-off marketing images

Example prompts

  • “/ai-game-art-pipeline”

Requirements

  • Python 3

Workflow steps

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

  1. Identify the runtime job and target engine.
  2. Check whether canonical assets already exist.
  3. Pick one scenario reference below.
  4. Generate the smallest useful vertical slice, not the full asset set.
  5. Post-process with deterministic scripts.
  6. Preview at target size and target device.
  7. Iterate surgically: rerun one animation, reprocess raw output, or repack frames.

What it can do on your machine

Read from SKILL.md and the folder at commit ed4a2ce. It shows what the files ask for, not the result of running them.

  • Tool permissions

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

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

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

    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

AI Game Art Pipeline loads about 1.1k tokens when it runs, and up to ~3.5k if it reads all its reference files. Until then it costs about 108 tokens; SKILL.md has 509 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~108
When it runs · the whole SKILL.md, loaded when a task matches
~1.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~3.5k

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

Safety

Auto-check passed

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

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

SKILL.md

The full file from ybuild-ai/ai-game-art-pipeline-skill at commit ed4a2ce, republished under its MIT licence (© ybuild-ai). 509 words, ~1,097 tokens.

Download SKILL.mdSave it as .claude/skills/ai-game-art-pipeline/SKILL.md (or your agent's skills folder). This skill also uses 28 other files; get the full folder from GitHub.
name
ai-game-art-pipeline
description
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, Veo/Seedance-style video-to-frames, cinematic ultimates, backgrounds, FX, SFX, runtime packaging, and QA. Use when building actual game assets for PixiJS/Canvas/Unity/Godot/SpriteKit/etc., not one-off marketing images.

AI Game Art Pipeline

Use this skill when a user wants to generate, plan, debug, or package game art that must run in an actual game runtime.

The skill is provider-neutral. It does not assume any specific API key or vendor SDK. If a model call is needed, use the user's available provider through an adapter or ask them to implement scripts/provider_stub.py.

Core Rule

Pick the pipeline by runtime job, not by model hype.

Runtime jobPipeline
Static props, items, FX iconsImage model + style refs + removable background
Existing/brand characterReuse canonical sprite sheets before regenerating
Combat character animationKeyframe-first + 2D grid + post-processing + curation
Walk/run/body mechanicsPrefer video motion reference; use 3D skeleton only when cleanup is acceptable
Ambient loopsVideo model -> extracted frames
Cinematic ultimate / boss introFull-screen video-to-frames + code-driven hit logic
Runtime feelDeterministic code: hit pause, shake, particles, trails, SFX

Default Workflow

  1. Identify the runtime job and target engine.
  2. Check whether canonical assets already exist.
  3. Pick one scenario reference below.
  4. Generate the smallest useful vertical slice, not the full asset set.
  5. Post-process with deterministic scripts.
  6. Preview at target size and target device.
  7. Iterate surgically: rerun one animation, reprocess raw output, or repack frames.

Scenario References

Read only the relevant file:

  • references/static-assets.md — props, icons, items, simple monsters, canonical asset reuse.
  • references/battle-sprites.md — keyframe-first combat sprite sheets, 2D grids, anchors, contact sheets.
  • references/motion-video.md — 3D skeleton pitfalls, video motion references, Veo/Seedance-style video-to-frames, cinematic ultimates.
  • references/backgrounds.md — level backgrounds, master-first parallax, outpaint chains, mobile texture limits.
  • references/runtime-shipping.md — formats, compression, CDN layout, audio/SFX, runtime QA.

Bundled Scripts

Scripts are local utilities only. They do not call model APIs.

  • scripts/provider_stub.py — adapter interface the user can implement for their provider.
  • scripts/chroma_key_magenta.py — remove magenta background from generated sheets/icons.
  • scripts/sheet_contact.py — make numbered contact sheets for curation.
  • scripts/extract_video_frames.py — extract/resize video frames for runtime texture sequences.
Show full SKILL.md (206 more words)Show less

Provider Adapters

Do not write a full vendor SDK unless the user explicitly asks for one. Prefer a thin adapter around scripts/provider_stub.py so credentials, endpoints, retries, billing, and model choices stay in the user's project.

If the user wants examples, point them to examples/providers/README.md and adapt only the minimal file they need:

  • fake/local provider for testing the pipeline without model calls.
  • generic image HTTP provider for a user's image-generation proxy.
  • generic async video HTTP provider for a user's video-generation proxy.

Output Standard

When using this skill, produce:

  • A concise pipeline choice and why.
  • The exact assets to generate or reuse.
  • Prompt constraints if model generation is needed.
  • Post-processing commands/scripts.
  • Runtime packaging notes: dimensions, format, anchor, frame rate, texture limits.
  • QA checklist for the target device.

Hard Warnings

  • Do not regenerate a known character if a canonical sheet exists.
  • Do not use 1xN horizontal strips for complex combat poses; use 2D grids.
  • Do not let cinematic video own gameplay semantics. Damage, hitboxes, target tracking, cooldown, and SFX belong in code.
  • Do not ship giant backgrounds because they look fine on desktop. Check mobile texture limits.
  • Do not treat AI output as final. The production asset is the generated image plus cleanup, anchors, timing, compression, and runtime test.

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

Files

SKILL.md and 28 other files (scripts, references) in the repository root of ybuild-ai/ai-game-art-pipeline-skill.

  • SKILL.md
  • .github/ISSUE_TEMPLATE/pipeline_case.md
  • .github/ISSUE_TEMPLATE/script_request.md
  • .gitignore
  • CHANGELOG.md
  • CONTRIBUTING.md
  • LICENSE
  • README.md
  • examples/batch_generation_example.py
  • examples/prompts.md
  • examples/providers/README.md
  • examples/providers/http_image_provider_example.py
  • examples/providers/http_video_provider_example.py
  • examples/providers/minimal_provider_example.py
  • media/battle-sprite-grid.jpg
  • media/pipeline-map.jpg
  • … and 13 more

Open the folder on GitHubat commit ed4a2ce

Compare with similar skills

AI Game Art Pipeline 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.

AI Game Art Pipeline compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
AI Game Art Pipeline this skillybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.7k—~4.9kAutomated safety check: PassApache-2.0
Godot 2D Essentialsjame581/GodotPrompter805—~2.3kAutomated safety check: PassMIT
Godot 3D World Buildingthedivergentai/GD-Agentic-Skills821—~3.3kAutomated safety check: PassLGPL-3.0
Godot Adapt 3D To 2Dthedivergentai/GD-Agentic-Skills821—~4.5kAutomated safety check: PassLGPL-3.0
GecsRandallLiuXin/GodotMaker550—~2.7kAutomated safety check: PassCustom licence

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Works with

Questions about AI Game Art Pipeline

What does AI Game Art Pipeline do?

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…. AI Game Art Pipeline is an agent skill from 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, Veo/Seedance-style video-to-frames, cinematic ultimates, backgrounds, FX, SFX, runtime packaging, and QA.

When should I use AI Game Art Pipeline?

AI Game Art Pipeline fits situations like: building actual game assets for PixiJS/Canvas/Unity/Godot/SpriteKit/etc; not one-off marketing images.

How do I install AI Game Art Pipeline in Claude Code?

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

How do I install AI Game Art Pipeline in Codex?

Run `npx skills add ybuild-ai/ai-game-art-pipeline-skill --skill ai-game-art-pipeline -a codex`. Or copy the skill folder (the ybuild-ai/ai-game-art-pipeline-skill repository) into .agents/skills/ai-game-art-pipeline in your project. Codex loads it when a task matches its description.

Can I use AI Game Art Pipeline 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 ybuild-ai/ai-game-art-pipeline-skill --skill ai-game-art-pipeline -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ai-game-art-pipeline, .gemini/skills/ai-game-art-pipeline, .github/skills/ai-game-art-pipeline and .opencode/skills/ai-game-art-pipeline in your project.

What does AI Game Art Pipeline need to run?

Going by SKILL.md and its folder, AI Game Art Pipeline needs Python for the scripts in its folder. Our summary lists: Python 3.

Does AI Game Art Pipeline 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 AI Game Art Pipeline safe to install?

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

What licence does AI Game Art Pipeline use?

AI Game Art Pipeline is published under the MIT licence (from the LICENSE file in the skill folder). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does AI Game Art Pipeline use?

About 1.1k tokens (SKILL.md is roughly 4.4k 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 2.4k tokens, read only when the agent opens those files.

What are the alternatives to AI Game Art Pipeline?

Skills that share tags, products or a category with AI Game Art Pipeline: Sprite Gen (aldegad/sprite-gen, 2.7k stars), Godot 2D Essentials (jame581/GodotPrompter, 805 stars), Godot 3D World Building (thedivergentai/GD-Agentic-Skills, 821 stars) and Godot Adapt 3D To 2D (thedivergentai/GD-Agentic-Skills, 821 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains AI Game Art Pipeline?

ybuild-ai (a GitHub organization) maintains it in ybuild-ai/ai-game-art-pipeline-skill, which has 297 GitHub stars. The repository was last updated on June 17, 2026.

Source: ybuild-ai/ai-game-art-pipeline-skill on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.