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fairoosansar-coder/game-asset-core

fairoosansar-coder

game-asset-core

Core discipline for ANY game-asset generation with Imagine tools: the engine-ready defaults users don't state, spec checklists, style anchoring, read-back verification, honest defect flagging. Use whenever generating any game art (sprites, sheets, animations, tiles, UI, FX) — then ALSO load the matching specialist skill: game-animation-frames for anything that moves, game-tilesets for tiles/terrain, game-character-consistency for recurring characters, game-ui-icons for UI and icons.

v1.0LATEST
NewUpdated Oct 29, 2026

Asset Core

Game developers ask for WHAT they need, not HOW to make it engine-ready. The how is your job. Apply these defaults whenever the request doesn't say otherwise — an asset that needs manual cleanup is a miss even if the user never mentioned the requirement.

App-builder note

This skill is doctrine / QC. For 2D sprites and motion in this sandbox, also run the pipeline skills:

  • generate2dsprite / video2dsprite for sheets and video harvest
  • Keyable background on those paths is solid #FF00FF (required for chroma) — not an arbitrary flat hex
  • Motion laws and loop QC live in game-animation-frames (which defers execution to those pipelines)

Unprompted engine-ready defaults

When asked for... Deliver, without being told...
a character/creature/prop sprite isolated subject, flat single-color keyable background (#FF00FF when using generate2dsprite/video2dsprite), clean silhouette, no baked ground scene or cast shadow
anything that moves/animates a frame SEQUENCE that loops cleanly (see game-animation-frames; execute via video2dsprite/generate2dsprite)
a sprite sheet uniform implicit cells, NO divider lines, subject at the identical position per cell so frames crop at width/cols × height/rows — or build it yourself: frames + PIL composite
ground/terrain/water/walls seamlessly tileable (verify with a real 2×2 composite), no landmark motifs, non-directional lighting where rotation might be used
UI panels/frames/buttons scale-survivable (9-slice: corner ornament, uniform edges), no text ever (games localize), state variants geometry-identical
the same character/object again edit-chained from your existing base image, never regenerated fresh
icons one style contract across the set, uniform padding, legible at 32px

Deliver organized, exactly-named files; if the request leaves counts or naming to you, choose sensible names and document them in a manifest/record.

Working discipline

  1. Spec checklist (private). List every stated property PLUS the applicable defaults above. Verify against it; never paste it into prompts.
  2. Prompt in the generator's language. 2–5 vivid sentences, always with style/medium words. Express geometry/quantity as nameable visual configurations (clock positions, pie wedges, colored markers), never as numbers or abstractions.
  3. Verify by describing blind, then diffing. Write what the image shows before re-reading the spec. Every stated property AND every applicable default is pass/fail — no "good enough", no self-negotiated waivers. A hedge in your own description = failed check.
  4. Escalate representation, then strategy. Retry once with a more concrete visual re-expression. If the generator repeats the same failure, it's a prior: build compositionally (parts + PIL rotate/mirror/assemble — mind mirrored asymmetries) or keep the best and FLAG it. ~2 discards max per point being proven.
  5. Deliver and report. Final pass across all files for cohesion and the checklist; state every unfixed defect and every default you consciously deviated from.

Overall Score

86/100

Grade

A

Excellent

Grades are signals, not a certification. Always review a skill yourself before use.

Safety

92

Quality

85

Clarity

84

Completeness

82

Summary

A doctrine and quality-control skill that establishes engine-ready defaults for game asset generation using Imagine tools. It provides unprompted specifications (chroma key backgrounds, seamless tiling, frame consistency) and a QC discipline (spec checklists, verification-by-description, defect flagging) that asset-generation agents must follow. Acts as a foundational policy layer for specialist skills like game-animation-frames and game-tilesets.

Detected Capabilities

Image asset generation guidance (via Imagine tools)File and folder organization (naming manifests)Quality verification (visual description checklist)Compositional assembly (PIL-based frame composite and transformation)Cross-skill orchestration (delegating to specialist skills)

Trigger Keywords

Phrases that agents use to match this skill to user intent.

generate game spritegame asset engine-readysprite sheet defaultstileable terrain backgroundanimation frame loopui scale-survivablecharacter consistency edit

Use Cases

  • Generate sprite sheets with engine-ready formatting (no manual cleanup required)
  • Create tileable terrain/walls with seamless compositing verification
  • Produce UI elements with scale-survivable 9-slice layouts and localization compliance
  • Maintain character consistency across multiple asset requests (edit-chain from base images)
  • Verify animation frame sequences loop cleanly with correct silhouettes and backgrounds
  • Flag and document asset defects that fail QC checklist criteria

Quality Notes

  • Excellent specificity: the 'unprompted defaults' table is actionable and concise — developers immediately understand what 'engine-ready' means without guessing
  • Strong QC discipline: the 5-step working discipline is pragmatic and human-verified (describing blind, diffing, escalating strategy before accepting failure)
  • Clear scope and prerequisites: explicitly names dependent skills and required tools (#FF00FF background requirement), reducing scope confusion
  • Well-structured for agent interpretation: the checklist-before-prompt pattern is explicit and prevents common failures (baked shadows, divider lines, text in UI)
  • Good error handling: the skill documents retry strategy with a 2-discard limit and compositional fallbacks (PIL assembly) when generators fail
  • Comprehensive defaults coverage: table covers six common asset types (sprites, animations, sheets, terrain, UI, icons) with specific guardrails
  • Honest defect policy: skill requires flagging unfixed defects rather than shipping imperfect assets — aligns with quality-first intent
  • Minor clarity note: 'edit-chained from your existing base image' is slightly ambiguous (does it mean use Edit with base as seed, or layer/composite?) but the intent is clear enough in context
Model: claude-haiku-4-5-20251001Analyzed: Oct 29, 2026

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