Generate and postprocess general 2D game assets and animation sheets: pixel-art sprites, clean HD map props, creatures, characters, NPCs, spells, projectiles, impacts, props, summons, and transparent GIF exports.
SkillScore55Maintained
Automatic
◆Design & UX Review pack
Last verified 8/3/2026
What it changes
Passed 10 of 18 test cases with the skill, and 3 of 18 without it.
Without skill18%
With skill55%
Checks it passed that the model alone missed
Selects unit_bundle as the asset structure.
Selects a 2x3 grid sheet layout for the cast action.
Selects a 2x2 grid layout for the impact burst asset.
and 8 more in the full report
10 fixed2 passed either way8 still failing2 broke
Pass-rate lift
+36 pp
Tokens
+28%
Agent turns
0%
Response time
-47%
Model gemini-3.6-flashMeasured 8/3/2026v112 of 22 cases passed with skill · 18 comparable
Tokens, turns and time describe resource use, not a dollar price.
See it in action
One of 10 test cases the skill fixed. Same model, same prompt, with and without the skill.
1 of 10
Prompt
During sprite processing, detached sparkle particles create framing jitter around the main character. Which script component mode parameter should be selected to keep only the primary silhouette?
What was checked, without and with the skill
Checked
Without skill
With skill
Sets component_mode to largest in postprocessing parameters.
Missed
Passed
case-14 · gemini-3.6-flash · 8/3/2026 · answers are capped and redacted
What's inside
The instructions your model reads when the skill loads.
SKILL.md163 lines4 filesincludes scripts
Generate2dsprite
Use this skill for self-contained 2D sprite or animation assets.
If the user wants a whole playable content pack, map, story, slideshow, or pack assembly, use generate2dgamepack.
Parameters
Infer these from the user request:
asset_type: player | npc | creature | character | spell | projectile | impact | prop | summon | fx
action: single | idle | cast | attack | hurt | combat | walk | run | hover | charge | projectile | impact | explode | death
Read references/modes.md when the request is ambiguous.
Agent Rules
Decide the asset plan yourself. Do not force the user to spell out sheet size, frame count, or bundle structure when the request already implies them.
Write the art prompt yourself. Do not default to the prompt-builder script.
Use built-in image_gen for every raw image.
When the user provides or implies a visual reference, use built-in image edit/reference semantics only after the reference image is visible in the conversation context. If the reference is a local file, call view_image first; do not rely on a filesystem path in the prompt as the visual reference.
Do not force pixel art when the asset is a map prop for $generate2dmap or when the user/project requests a different style. Match the map or reference style first.
Use the script only as a deterministic processor: magenta cleanup, frame splitting, component filtering, scaling, alignment, QC metadata, transparent sheet export, and GIF export.
Do not use scripts to generate the creative image prompt. If a legacy prompt-builder command exists, treat it as historical compatibility only, not the normal skill workflow.
Treat script flags as execution primitives chosen by the agent, not user-facing hardcoded workflow.
If a generated sheet touches cell edges, drifts in scale, or breaks a projectile / impact loop, either reprocess with better primitive settings or regenerate the raw sheet.
Keep the solid #FF00FF background rule unless the user explicitly wants a different processing workflow.