game-asset-core

Applies engine-ready defaults and verification discipline to game asset generation.

Updated Sep 17, 2026
One-click install
npx skills add https://github.com/scomofo/midi-stage2 --skill game-asset-core-scomofo
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: game-asset-core
Source: https://github.com/scomofo/midi-stage2/tree/main/.grok/skills/game-asset-core
Command: npx skills add https://github.com/scomofo/midi-stage2 --skill game-asset-core-scomofo

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game developers describe what assets they need but rarely specify the technical requirements that make art engine-ready, such as keyable backgrounds, tileable textures, loopable animation frames, and 9-slice-safe UI panels. This Skill encodes those unstated defaults plus a verification workflow so generated sprites, tiles, UI, and FX arrive usable without manual cleanup. ## Core Features & Use Cases - Engine-Ready Defaults: Automatically delivers isolated subjects on a #FF00FF keyable background, uniform sprite-sheet cells, seamlessly tileable terrain, and localization-safe UI with no baked text. - Spec Checklist and Blind Verification: Builds a private checklist of stated and implied requirements, describes generated images blind, and diffs against the spec with strict pass/fail judgment. - Escalation and Honest Reporting: Retries with more concrete visual prompts, falls back to compositional PIL assembly when generators repeat failures, and flags every unfixed defect at delivery. - Use Case: When asked for a walking character sprite, the Skill produces a cleanly looping frame sequence on a chroma-key background with uniform cells, verifies each frame against the checklist, and reports any residual defects. ## Quick Start Generate a game asset such as a character sprite or tileset and apply the core engine-ready defaults and verification checklist before delivering the files.

Frequently Asked Questions about game-asset-core

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate engine-ready game sprites with AI?▼

Request the sprite and let the Skill apply defaults automatically: isolated subject, flat #FF00FF keyable background for chroma removal, clean silhouette, and no baked shadows or ground scenes. Output is verified against a spec checklist before delivery.

What background color should AI-generated sprites use for chroma keying?▼

Use solid #FF00FF (magenta) when generating sprites through the generate2dsprite or video2dsprite pipelines. This specific hex is required for chroma keying, not an arbitrary flat color.

How are sprite sheets formatted for game engines?▼

Sprite sheets use uniform implicit cells with no divider lines, and the subject sits at the identical position in every cell so frames crop cleanly at width divided by columns and height divided by rows.

Can AI-generated tiles be seamlessly tileable?▼

Yes, terrain, water, and wall textures are generated to tile seamlessly and are verified with a real 2x2 composite. They avoid landmark motifs and use non-directional lighting when rotation might be applied.

What happens when the image generator keeps failing a requirement?▼

The Skill retries once with a more concrete visual prompt, then switches strategy: building the asset compositionally from parts using PIL rotate, mirror, and assemble operations, or keeping the best result and explicitly flagging the defect.

Why should game UI assets never contain text?▼

Games localize their interfaces, so baked-in text breaks translations. UI panels, frames, and buttons are delivered text-free, scale-survivable via 9-slice construction, and with geometry-identical state variants.