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@ybuild-ai/ai-game-art-pipeline-skill

AI game art pipeline skill for Claude Code and Codex

This skill gives agents a workflow for turning generated images and videos into game-ready assets. It pairs planning guidance with deterministic scripts for cleanup, frame extraction, contact sheets, and other runtime checks.

292 stars5 forksPythonUpdated 3mo ago
Who it's for

Builders who use Claude Code, Codex, or Cursor to make game art from AI images and video.

What it delivers

You can ship sprites, frames, and effects that fit runtime needs instead of stopping at pretty concepts.

What it does

Runtime-focused pipeline guidance

Maps the art job to the right route, such as static props, combat sprites, ambient loops, or cinematic ultimates.

Provider-neutral workflow

Works with your own image or video provider instead of shipping a model SDK or credentials.

Deterministic post-processing scripts

Includes scripts for removing magenta backgrounds, making contact sheets, and extracting video frames.

Reference docs for art jobs

Adds focused guides for static assets, battle sprites, motion video, backgrounds, and runtime shipping.

Adapter examples

Shows minimal, HTTP image, HTTP video, and batch generation examples for plugging in your own provider.

How to get it

  1. 1Recommended, if you use the Agent Skills installer
    npx skills add ybuild-ai/ai-game-art-pipeline-skill --skill ai-game-art-pipeline -g
  2. 2Manual Codex install
    git clone https://github.com/ybuild-ai/ai-game-art-pipeline-skill.git ~/.codex/skills/ai-game-art-pipeline
  3. 3Manual Claude Code install
    git clone https://github.com/ybuild-ai/ai-game-art-pipeline-skill.git ~/.claude/skills/ai-game-art-pipeline

README

AI game art pipeline map

AI Game Art Pipeline Skill

Provider-neutral workflows for turning AI images and videos into playable game assets.

Stars License Last Commit Skill Y Build

This skill helps agents plan, generate, clean, package, and QA game-runtime art assets: sprites, icons, backgrounds, video-to-frames animation, cinematic ultimates, anchors, compression, and runtime checks.

Created by Y Build, an AI agent platform for building, launching, and growing apps.

It is not a prompt pack or a model leaderboard. The point is to ship assets that survive a real game loop.

Why This Exists

Most AI game art demos stop at a beautiful image. Games need stricter things:

  • Transparent sprites that do not jitter.
  • Animation frames with stable identity and readable silhouettes.
  • Backgrounds that fit mobile GPU texture limits.
  • Cinematic effects that look rich without owning gameplay logic.
  • Audio, hit timing, anchors, and compression that hold up in runtime.

The core rule:

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

Install

Recommended, if you use the Agent Skills installer:

npx skills add ybuild-ai/ai-game-art-pipeline-skill --skill ai-game-art-pipeline -g

Manual Codex install:

git clone https://github.com/ybuild-ai/ai-game-art-pipeline-skill.git ~/.codex/skills/ai-game-art-pipeline

Manual Claude Code install:

git clone https://github.com/ybuild-ai/ai-game-art-pipeline-skill.git ~/.claude/skills/ai-game-art-pipeline

Then ask your agent for tasks like:

  • "Use the AI game art pipeline skill to plan a 2D action RPG sprite pipeline."
  • "Generate prompts and post-processing steps for a combat sprite sheet."
  • "Turn a cinematic ultimate video into runtime frames and code-owned hit logic."
  • "Audit these game assets for mobile runtime shipping risks."

What You Get

Runtime jobRecommended route
Static props, items, FX iconsImage model + style refs + removable background
Existing or 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

Visual Examples

Combat spritesCinematic ultimate
Battle sprite gridSeedance awakening frames
Motion reference tradeoffPipeline map
3D skeleton versus video motion referencePipeline map

Repository Layout

SKILL.md
references/
  static-assets.md
  battle-sprites.md
  motion-video.md
  backgrounds.md
  runtime-shipping.md
scripts/
  provider_stub.py
  chroma_key_magenta.py
  sheet_contact.py
  extract_video_frames.py
examples/
  prompts.md
  batch_generation_example.py
  providers/
    README.md
    minimal_provider_example.py
    http_image_provider_example.py
    http_video_provider_example.py
media/
  pipeline-map.jpg
  battle-sprite-grid.jpg
  seedance-awakening-frames.jpg
  skeleton-vs-video-motion.jpg

Bundled Scripts

Scripts are local utilities only. They do not contain API keys, endpoints, private paths, or vendor SDK code.

ScriptPurpose
scripts/provider_stub.pyAdapter interface users can implement for their own image/video provider
scripts/chroma_key_magenta.pyRemove solid magenta backgrounds from generated assets
scripts/sheet_contact.pyBuild numbered contact sheets for sprite curation
scripts/extract_video_frames.pyExtract and resize video frames for runtime texture sequences

Examples:

python scripts/chroma_key_magenta.py input.png output.png
python scripts/sheet_contact.py frames/ contact.png --cols 6
python scripts/extract_video_frames.py ultimate.mp4 frames/ --fps 14 --start 0.6 --duration 3.6 --width 1280

Provider Adapters, Not SDKs

The skill intentionally does not ship a real image/video SDK. Model APIs change quickly, and users should own credentials, endpoints, model names, retry policy, and billing behavior.

Instead, the repo includes thin adapter examples:

ExampleUse it when
examples/providers/minimal_provider_example.pyYou want a fake provider to test the pipeline shape locally
examples/providers/http_image_provider_example.pyYou have an image-generation HTTP proxy that returns a URL or base64 image
examples/providers/http_video_provider_example.pyYou have an async video-generation HTTP proxy with job polling
examples/batch_generation_example.pyYou want to turn a small art plan into provider requests

Read examples/providers/README.md before wiring a real provider.

Quick Workflow

  1. Identify the runtime job and target engine.
  2. Check whether canonical assets already exist.
  3. Pick the smallest useful vertical slice.
  4. Generate or reuse source visuals.
  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.

Good Fit / Bad Fit

Good fit:

  • 2D action RPGs, tactics games, card battlers, mobile games, UI-heavy games.
  • Teams using image/video generation but needing runtime-ready assets.
  • Agents that can run local scripts and edit asset pipelines.

Bad fit:

  • One-off marketing art.
  • Pure concept-art exploration with no runtime target.
  • Fully automated "make my whole game art set" workflows with no curation.

Contributing

Contributions are welcome. The most useful additions are:

  • New provider adapters that keep credentials outside the repo.
  • Runtime preview templates for PixiJS, Canvas, Godot, Unity, SpriteKit, or web games.
  • More post-processing utilities for trimming, anchors, packing, and QA.
  • Real pipeline notes from shipped projects.

See CONTRIBUTING.md.

License

MIT. See LICENSE.

Files in the repo

Repository payload11 top-level entries
  • .github
  • examples
  • media
  • references
  • scripts
  • .gitignore
  • CHANGELOG.md
  • CONTRIBUTING.md
  • LICENSE
  • README.md
  • SKILL.md

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