game-spriteslisted
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