game-assets-2d
Installation
SKILL.md
2D game assets
Produce cohesive 2D game art (sprites, stickers, item icons, parallax layers, full asset sheets) where every piece reads as part of one set. The levers are a style LoRA to lock the look across the set, ControlNet Canny to lock silhouette and structure while the look varies, and background removal to ship clean transparent cutouts.
Inputs to collect
- What asset(s) and the set: a single sprite, a themed pack (potions, chests, weapons), an icon set, or parallax pieces. (Ask only if unclear.)
- The target style (pixel art, chibi sticker, hand-painted, neon) and whether a specific LoRA or trigger word should drive it.
- A structure reference when variations must keep the same shape (an existing asset to preserve via Canny). Optional for from-scratch sets.
- Transparency: whether outputs need transparent backgrounds (almost always yes for in-game use).
- How many outputs and the canvas size.
Models
- Base + style LoRA (default for a consistent look): an SDXL-family base (e.g.
civitai:101055@128078) plus a specialized style LoRA. The LoRA holds one aesthetic across the whole set. SDXL is the practical pick here because it supports CLIP Skip and has the deepest catalog of style LoRAs. - ControlNet Canny (preserve structure across variations): SDXL Canny
runware:20@1, or FLUX Cannyrunware:25@1on a FLUX base. Pair with the Canny preprocessorrunware:controlnet-preprocess@canny. - Background removal (clean cutouts): BiRefNet
runware:112@*(Generalrunware:112@5is a solid default, Mattingrunware:112@9for soft edges, Portraitrunware:112@10for characters). - Confirm each is live and inspect its schema via
runware-models+runware-runbefore calling. Never hardcode a LoRA AIR from memory. Browse the catalog for the style you want.