Claude Code Game Art Skill for a 2D Sprite Pipeline
Define an art direction, asset specifications, and handoff sequence from concept to engine import. The workflow separates individual sprites, the atlas, and animations into reviewable outputs.
中文Install in Claude Code
Use Claude Code with the pinned game-art skill. Bring the target platform, desired visual style, asset list, and production constraints.
- Get the complete `cli-tool/components/skills/creative-design/game-development/game-art` directory from the pinned GitHub checkout.
- Copy it into the target project's `.claude/skills/` directory. Confirm `.claude/skills/game-art/SKILL.md`, open Claude Code at the project root, and call `/game-art`.
Example task
Plan a 32-by-32 pixel squirrel for a fictional handheld-style game. It needs idle, run, and collect states. Ask for consistent sizing, an atlas deliverable, and state names.What to check
Expect a reference sheet, consistent sprite frames, an importable atlas, and names for three distinct animation states. Include a check for character readability against the game background.
Original SKILL.md on GitHub · Updated
Frequently asked question
Why list individual frames and the atlas separately?
Individual frames are easy to revise and review. The atlas bundles them for the engine. Both should follow the same scale and naming convention.