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game-spriteslisted

For GameGen projects, produce and integrate pixel, painted, cutout or Blender-rendered game sprites with consistent identity, directions, pivots, alpha and atlas metadata.
itsjavi/skills · ★ 1 · Data & Documents · score 74
Install: claude install-skill itsjavi/skills
# Produce game sprites Read [shared context](../../references/shared-context.md), ready preferences and [provider routing](../../references/providers.md). Inspect the accepted identity and select the sprite mode from presentation settings. Use game-tilesets for terrain adjacency rather than treating terrain as unrelated decorative sprites. ## Choose the appropriate source - Pixel art: preserve intentional pixel clusters, palette, consistent pixel density and nearest-neighbor presentation. Inspect at native resolution as well as enlarged. - Painted or HD sprites: preserve edge quality, transparent margins and the selected texture filtering. Do not assume every 2D game should use pixel filtering. - Cutout characters: retain editable layers, clear joint overlaps and stable attachment/pivot positions for the rig. - Blender-rendered sprites: use one consistent source model and a rig when the animation needs one, following [blender-game-assets](../blender-game-assets/SKILL.md). Keep camera/projection/light fixed and share render bounds across directions and actions. Render local `bpy` batches using the [Blender execution workflow](../../references/blender-cli.md). Bake any stateful simulations before rendering independent frame ranges, and preserve real alpha in the output sequence. Use the configured route. For SpriteCook, read workflow-essentials plus generate-sprites, upload-assets and use-assets-in-godot as applicable. Use the canonical approved source asset for