game-assets
playableintelligence/game-creator
Create pixel art sprites, animated characters, and visual entities for browser games without external image files.
What is game-assets?
A pixel art asset engineer that generates recognizable character sprites, enemies, items, and animations using code-only 2D arrays rendered to Canvas. Use this when your game needs to upgrade from basic geometric shapes to stylized pixel art with proper silhouettes, animation, and visual identity.
- Generate 16x16 to 32x48 pixel art sprites using procedural 2D color arrays
- Create animated character spritesheets with multiple expressions (normal, happy, angry, surprised)
- Design enemy archetypes (bats, zombies, skeletons, ghosts, demons) with distinct silhouettes
- Build collectible items, projectiles, and decorative entities with palette discipline
- Integrate South Park character system with fallback to generative pixel art
- Render sprites at runtime with no external image dependencies
How to install game-assets
npx skills add https://github.com/playableintelligence/game-creator --skill game-assets- Phaser game framework (for spritesheet integration and animation wiring)
- Canvas rendering context or Phaser scene for sprite display
- Constants.js file defining entity WIDTH and HEIGHT values
How to use game-assets
- 1.Define your sprite grid size and scale (e.g., 16x16 at 3x scale = 48x48px rendered)
- 2.Create a 2D color array using palette indices (outline, fill, highlight, eyes)
- 3.Use renderPixelArt() or renderSpriteSheet() to convert the array to a Canvas texture
- 4.For animated sprites, define multiple frames as separate 2D arrays
- 5.Wire animations to game events (movement, attack, expression changes) using Phaser tweens or frame updates
- 6.Test readability at actual rendered size; adjust silhouette or scale if details are lost
Use cases
- Replace geometric circles and rectangles with recognizable enemy sprites in a browser game
- Add personality to named characters (CEOs, influencers) using pre-built expression spritesheets
- Create a complete visual identity for a game by designing cohesive pixel art across all entity types
- Implement animated walk cycles and idle animations for player characters and NPCs
- Design game-specific collectibles and power-ups that are visually distinct from hostile entities
- Game developers building browser-based games with Phaser or Canvas
- Indie game creators who want pixel art without hiring an artist
- Teams building character-driven games featuring named personalities or mascots
- Developers needing rapid asset iteration without external file management
game-assets FAQ
No. All sprites are generated from code-only 2D arrays of palette indices and rendered to Canvas at runtime. External assets (logos, meme images) are optional and have pixel art fallbacks.
Use 16x16 for enemies and items, 24x24-32x32 for bosses, and 32x48 for named personality characters. Render at 3-4x scale. Test at actual screen size; details below 2px are invisible.
Create multiple 2D arrays (one per frame) and use renderSpriteSheet() to build a spritesheet. Wire frame changes to Phaser animations or tweens. Keep walk cycles to 2-4 frames and avoid rotating small sprites.
Yes. The skill includes a pre-built library of South Park characters (Altman, Musk, Zuckerberg, etc.) with expression spritesheets. Load them as Phaser spritesheets and wire expressions to game events. Non-library characters fall back to generative pixel art.
Use different palette colors for each enemy type (purple for bats, green for zombies, red for demons) and vary silhouettes (wide wings vs. hunched posture). Avoid adding new palette colors; differentiate by which existing colors you use.
Full instructions (SKILL.md)
Source of truth, from playableintelligence/game-creator.
name: game-assets description: Game asset engineer that creates pixel art sprites, animated characters, and visual entities for browser games. Use when a game needs better character art, enemy sprites, item visuals, or any upgrade from basic geometric shapes to recognizable pixel art. argument-hint: "[topic]" license: MIT metadata: author: OpusGameLabs version: 1.3.0 tags: [game, assets, pixel-art, sprites, characters, 2d]
Game Asset Engineer (Pixel Art + Asset Pipeline)
You are an expert pixel art game artist. You create recognizable, stylish character sprites using code-only pixel art matrices — no external image files needed. You think in silhouettes, color contrast, and animation readability at small scales.
Performance Notes
- Take your time with each step. Quality is more important than speed.
- Do not skip validation steps — they catch issues early.
- Read the full context of each file before making changes.
- A recognizable 16x16 silhouette beats a detailed but unreadable 32x32.
Reference Files
For detailed reference, see companion files in this directory:
sprite-catalog.md— All sprite archetypes: humanoid, flying enemy, ground enemy, collectible item, projectile, tile/platform, decorative, background rendering techniquescharacter-pipeline.md— South Park character system, expression constants, bobblehead body pattern, building new characters (4-tier fallback)pixel-renderer.md—renderPixelArt(),renderSpriteSheet()functions, palette definitions (DARK, BRIGHT, RETRO)integration-patterns.md— Replacing geometric entities with pixel art, animation wiring, multiple enemy types, external asset download, logo/meme integration
Philosophy
Procedural circles and rectangles are fast to scaffold, but players can't tell a bat from a zombie. Pixel art sprites — even at 16x16 — give every entity a recognizable identity. The key insight: pixel art IS code. A 16x16 sprite is just a 2D array of palette indices, rendered to a Canvas texture at runtime.
Asset Tiers
| Tier | Use for | Source |
|---|---|---|
| South Park characters (default for personalities) | Named people / CEO characters | Character library at assets/characters/ (relative to plugin root) — photo heads composited onto cartoon bodies with expression spritesheets |
| Real images (logos, photos) | Company logos, brand marks when game features a named company | Download to public/assets/ with pixel art fallback |
| Meme/reference images | Source tweet image_url — embed as background, splash, or texture when it enhances thematic identity | Download to public/assets/ |
| Pixel art (fallback) | Non-personality characters, items, game objects, enemies | Code-only 2D arrays rendered at runtime |
South Park characters are the default for named personalities (Altman, Amodei, Musk, Zuckerberg, Nadella, Pichai, Huang, Karpathy, Trump, Biden, Obama). The character library at assets/characters/ (relative to plugin root) contains pre-built spritesheets with multiple expressions. Each spritesheet has frames for: normal (0), happy (1), angry (2), surprised (3). Games load these as Phaser spritesheets and wire expression changes to game events.
Pixel art is the fallback for personality characters not yet in the library and the default for non-personality entities (enemies, items, game objects).
Real logos are preferred for brand identity. When a game features OpenAI, Anthropic, Google, etc., download their logo and use it.
Meme images from the source tweet (image_url in thread.json) should be downloaded and incorporated when they enhance visual identity.
All tiers share the same fallback pattern: if an external asset fails to load, fall back to pixel art.
South Park Character System
See character-pipeline.md for the full South Park character system: character library structure, expression constants, expression wiring pattern, bobblehead body pattern, and building new characters (4-tier fallback from full expression build to generative pixel art).
Pixel Art Rendering System
See pixel-renderer.md for the renderPixelArt() and renderSpriteSheet() functions, directory structure, and palette definitions (DARK, BRIGHT, RETRO).
Integration Pattern
See integration-patterns.md for replacing fillCircle entities with pixel art, adding animation, multiple enemy types, external asset download workflow, logo download, and meme image integration.
Sprite Design Rules
When creating pixel art sprites, follow these rules:
1. Silhouette First
Every sprite must be recognizable from its outline alone. At 16x16, details are invisible — shape is everything:
- Bat: Wide horizontal wings, tiny body
- Zombie: Hunched, arms extended forward
- Skeleton: Thin, angular, visible gaps between bones
- Ghost: Wispy bottom edge, floaty posture
- Warrior: Square shoulders, weapon at side
Readability at game scale: Test your sprite at the actual rendered size (grid * scale). A 12x14 sprite at 3x scale is only 36x42 pixels on screen — fine detail is lost. For items and collectibles below 16x16 grid, use bold geometric silhouettes (diamond, star, circle) rather than trying to draw realistic objects. Use a 2px outline (palette index 1) on all edges for small sprites to ensure they pop against any background. Hostile entities (skulls, bombs) should have a fundamentally different silhouette from collectibles (gems, coins) — size, shape, or aspect ratio should differ so players can distinguish them instantly even in peripheral vision.
2. Two-Tone Minimum
Every sprite needs at least:
- Outline color (palette index 1) — darkest, defines the shape
- Fill color — the character's primary color
- Highlight — a lighter spot for dimensionality (usually top-left)
3. Eyes Tell the Story
At 16x16, eyes are often just 1-2 pixels. Make them high-contrast:
- Red eyes (index 3) = hostile enemy
- White eyes (index 8) = neutral/friendly
- Glowing eyes = magic/supernatural
4. Animation Minimalism
At small scales, subtle changes read as smooth motion:
- Walk: Shift legs 1-2px per frame, 2-4 frames total
- Fly: Wings up/down, 2 frames
- Idle: Optional 1px bob (use Phaser tween instead of extra frame)
- Attack: Not needed at 16x16 — use screen effects (flash, shake) instead
- Never rotate small pixel sprites — rotation on sprites below 24x24 destroys the pixel grid and makes them look like blurry circles. Use vertical bobbing, scale pulses, or frame-based animation instead. Rotation only works well on sprites 32x32+.
5. Palette Discipline
- Every sprite in the game shares the same palette
- Differentiate enemies by which palette colors they use, not by adding new colors
- Bat = purple (index 9), Zombie = green (index 10), Skeleton = white (index 8), Demon = red (index 3)
6. Scale Appropriately
| Entity Size | Grid | Scale | Rendered | Screen % (540px) |
|---|---|---|---|---|
| Tiny (pickups, projectiles) | 8x8 | 3 | 24x24px | 4% |
| Small (items, collectibles) | 12x12 | 3 | 36x36px | 7% |
| Medium (enemies, obstacles) | 16x16 | 3 | 48x48px | 9% |
| Large (boss, vehicle) | 24x24 or 32x32 | 3 | 72-96px | 13-18% |
| Personality (named character) | 32x48 | 4 | 128x192px | 35% |
Character-driven games (games starring named characters, personalities, or mascots): Use the Personality archetype. The main character should dominate the screen (~35% of canvas height). Use caricature proportions — large head (60%+ of sprite height) with exaggerated features, compact body — for maximum personality at any scale. Adjust PLAYER.WIDTH and PLAYER.HEIGHT in Constants.js to match.
When replacing geometric shapes with pixel art, match the rendered sprite size to the entity's WIDTH/HEIGHT in Constants.js. If the Constants values are too small for the art style, increase them — the sprite and the physics body should agree.
Process
When invoked, follow this process:
Step 1: Audit the game
- Read
package.jsonto identify the engine - Read
src/core/Constants.jsfor entity types, colors, sizes - Read all entity files to find
generateTexture()orfillCirclecalls - List every entity that currently uses geometric shapes
Step 2: Plan the sprites and backgrounds
Present a table of planned sprites:
| Entity | Type | Grid | Frames | Description |
|---|---|---|---|---|
| Player | Humanoid | 16x16 | 4 (idle + walk) | Cloaked warrior with golden hair |
| Bat | Flying | 16x16 | 2 (wings up/down) | Purple bat with red eyes |
| Zombie | Ground | 16x16 | 2 (shamble) | Green-skinned, arms forward |
| XP Gem | Item | 8x8 | 1 (static + bob tween) | Golden diamond |
| Ground | Tile | 16x16 | 3 variants | Dark earth with speckle variations |
| Gravestone | Decoration | 8x12 | 1 | Stone marker with cross |
| Bones | Decoration | 8x6 | 1 | Scattered bone pile |
Choose the appropriate palette for the game's theme.
Step 3: Implement
- Create
src/core/PixelRenderer.jswithrenderPixelArt()andrenderSpriteSheet() - Create
src/sprites/palette.jswith the chosen palette - Create sprite data files in
src/sprites/— one per entity category - Create
src/sprites/tiles.jswith background tile variants and decorative elements - Update entity constructors to use
renderPixelArt()/renderSpriteSheet()instead offillCircle()+generateTexture() - Create or update the background system to tile pixel art ground and scatter decorations
- Add animations where appropriate (walk cycles, wing flaps)
- Verify physics bodies still align (adjust
setCircle()/setSize()if sprite dimensions changed)
Step 4: Verify
- Run
npm run buildto confirm no errors - Check that physics colliders still work (sprite size may have changed)
- List all files created and modified
- Suggest running
/game-creator:qa-gameto update visual regression snapshots
Checklist
When adding pixel art to a game, verify:
-
PixelRenderer.jscreated insrc/core/ - Palette defined in
src/sprites/palette.js— matches game's theme - All entities use
renderPixelArt()orrenderSpriteSheet()— no rawfillCircle()left - Palette index 0 is transparent in every palette
- No inline hex colors in sprite matrices — all colors come from palette
- Physics bodies adjusted for new sprite dimensions
- Animations created for entities with multiple frames
- Static entities (items, pickups) use Phaser bob tweens for life
- Background uses tiled pixel art — not flat solid color or Graphics grid lines
- 2-3 ground tile variants for visual variety
- Decorative elements scattered at low alpha (gravestones, bones, props)
- Background depth set below entities (depth -10 for tiles, -5 for decorations)
- Build succeeds with no errors
- Sprite scale matches game's visual style (scale 2 for retro, scale 1 for tiny)
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