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Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references, Veo/Seedance-style video-to-frames, cinematic ultimates, backgrounds, FX, SFX, runtime packaging, and QA.
Passed 22 of 22 test cases with the skill, and 11 of 22 without it.
and 11 more in the full report
11 fixed11 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 11 test cases the skill fixed. Same model, same prompt, with and without the skill.
I'm building a 2D side-scrolling action game in Unity and need to create combat animation sequences for our main hero, who already has an established canonical reference sheet. Please provide a complete technical plan detailing which generation route to select, what assets should be generated versus reused, model prompt constraints, post-processing cleanup scripts, engine packaging specs like dimensions and anchors, and a target-device QA checklist.
| Checked | Without skill | With skill |
|---|---|---|
| Reuses existing canonical reference sheet for main hero instead of regenerating the character. | Passed | Passed |
| Specifies keyframe-first generation with a 2D grid layout for combat poses. | Missed | Passed |
| Specifies 2D grid layout rather than 1xN horizontal strips. | Passed | Passed |
The instructions your model reads when the skill loads.
Use this skill when a user wants to generate, plan, debug, or package game art that must run in an actual game runtime.
The skill is provider-neutral. It does not assume any specific API key or vendor SDK. If a model call is needed, use the user's available provider through an adapter or ask them to implement scripts/provider_stub.py.
Pick the pipeline by runtime job, not by model hype.
| Runtime job | Pipeline |
|---|---|
| Static props, items, FX icons | Image model + style refs + removable background |
| Existing/brand character | Reuse canonical sprite sheets before regenerating |
| Combat character animation | Keyframe-first + 2D grid + post-processing + curation |
| Walk/run/body mechanics | Prefer video motion reference; use 3D skeleton only when cleanup is acceptable |
| Ambient loops | Video model -> extracted frames |
| Cinematic ultimate / boss intro | Full-screen video-to-frames + code-driven hit logic |
| Runtime feel | Deterministic code: hit pause, shake, particles, trails, SFX |
Read only the relevant file:
references/static-assets.md — props, icons, items, simple monsters, canonical asset reuse.references/battle-sprites.md — keyframe-first combat sprite sheets, 2D grids, anchors, contact sheets.references/motion-video.md — 3D skeleton pitfalls, video motion references, Veo/Seedance-style video-to-frames, cinematic ultimates.references/backgrounds.md — level backgrounds, master-first parallax, outpaint chains, mobile texture limits.references/runtime-shipping.md — formats, compression, CDN layout, audio/SFX, runtime QA.test cases passed, vs 11 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.