background2d-gen
Installation
SKILL.md
2D Background Generation
Role
Produce environment art that survives camera movement and keeps gameplay readable. This skill owns viewport planning, depth separation, layer registration, looping, lighting handoff, and composite QA. It is generation-agnostic: use whatever image generation model, tool, or skill is available and best suited.
Apply the asset-core discipline throughout. Use tileset-gen for collision-facing terrain and repeatable surface pieces; use sprite-gen for isolated scenery props.
Background Spec
nameandoutput_dir: stable slug and exact destination.scene: location, era, mood, weather, materials, and landmark hierarchy.camera: side view, top-down, isometric, or perspective; include the gameplay viewport aspect and final display resolution.coverage: one room, horizontal panorama, vertical shaft, two-axis world, or seamless loop; state the camera travel range and required overscan.deliverable: single plate, registered parallax pack, or looping layer set.depth_plan: far, middle, near, and optional foreground silhouettes, with intended order and relative parallax.readability_lane: where characters, hazards, text, or UI must remain legible.lighting: baked ambient light plus any glow, emissive, or light-mask layers that must remain controllable at runtime.runtime_contract: maximum texture dimensions, color space/profile, bit depth, alpha convention, filtering/wrap behavior, and the shared layer origin including units and axis directions. Unless the consuming runtime requires something else, use 8-bit sRGB PNG with straight alpha and top-left pixel origin(0,0), +X right, +Y down.