asset-core

Installation
SKILL.md

Asset Core

Game developers ask for WHAT they need, not HOW to make it engine-ready; the how is this skill's job. An asset that needs manual cleanup before it can be dropped into an engine is a failure even if the caller never stated the requirement. Apply everything here unless the request explicitly overrides it, then load the specialist skill for the asset type: sprite-gen, animation2d-gen, tileset-gen, ui-icon-gen, character-consistency, background2d-gen, model3d-gen, pbr-texture-gen.

Engine-Ready Defaults

Deliver these without being asked:

When asked for... Deliver...
a character / creature / prop sprite isolated subject with final transparency, clean silhouette, no baked ground, scene, or cast shadow; a key-color image is only an intermediate
frame-based 2D art that moves or animates an ordered frame sequence: cycles close cleanly and one-shots have intentional start and settle frames (animation2d-gen)
an animation sprite sheet uniform implicit cells, no divider lines or labels, subject at the identical position per cell so frames crop at width/cols x height/rows (animation2d-gen)
ground / terrain / water / walls seamlessly tileable, verified with a real tiled composite, no landmark motifs (tileset-gen)
UI panels / frames / buttons actually stretch-tested 9-slice construction, text-free unless lettering was explicitly requested, state variants geometry-identical (ui-icon-gen)
the same character or object again derived from the approved base image (edit or reference), never regenerated fresh (character-consistency)
icons one style contract across the whole set, uniform padding, legible at 32 px (ui-icon-gen)
background scenery camera-safe registered layers or plates, tested at extreme crops and parallax offsets (background2d-gen)
a 3D anything game-ready GLB at real-world scale with clean pivots and PBR materials (model3d-gen)
Installs
3
Repository
xikhar/atlas
GitHub Stars
6
First Seen
Jul 25, 2026