game-asset-core
Installation
SKILL.md
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.
Unprompted engine-ready defaults
| When asked for... | Deliver, without being told... |
|---|---|
| a character/creature/prop sprite | isolated subject, flat single-color keyable background, clean silhouette, no baked ground scene or cast shadow |
| anything that moves/animates | a frame SEQUENCE that loops cleanly (see game-animation-frames — video-first) |
| 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 |