Generate and normalize 2D sprite animations. Use when the user asks for full-strip generation from approved source frames, consistent anchor and scale normalization, or preview assets for browser-game animation.
Scanned 9/12/2026
Install to Claude Code
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---
name: sprite-pipeline
description: Generate and normalize 2D sprite animations. Use when the user asks for full-strip generation from approved source frames, consistent anchor and scale normalization, or preview assets for browser-game animation.
---
# Sprite Pipeline
## Overview
Use this skill for 2D sprite generation and normalization. This workflow is intentionally anchored around one approved frame and a whole-strip generation pass because frame-by-frame generation drifts too easily.
This skill is 2D-specific. If the request is for 3D characters, meshes, or materials, route back through `../game-studio/SKILL.md`.
## Core Workflow
1. Start from an approved in-game seed frame.
- The seed frame should already reflect the right silhouette, palette, costume, and proportions.
2. Build a larger transparent reference canvas around that frame.
- Use `scripts/build_sprite_edit_canvas.py`.
3. Ask for the full animation strip in one edit request.
- Do not generate each frame independently unless the user explicitly accepts lower consistency.
4. Normalize the result into fixed-size game frames.
- Use `scripts/normalize_sprite_strip.py`.
- Use one shared scale across the whole strip.
- Align frames with one shared anchor, typically bottom-center.
5. Optionally lock frame 01 back to the shipped seed frame.
- Do this when the animation should begin from the exact idle or base pose already in game.
6. Render a preview sheet and inspect the animation in-engine before approving it.
- Use `scripts/render_sprite_preview_sheet.py`.
## Prompting Rules
Always preserve these invariants in the prompt:
- same character
- same facing direction
- same palette family
- same silhouette family
- same readable face or key features
- same outfit proportions
- transparent background
- exact frame count and slot layout
Always ask for:
- one strip at once
- a transparent canvas
- no scenery, labels, or poster composition
- crisp pixel-art clusters for pixel work
- production asset tone, not concept art
## Using Image Generation
For live asset generation or edits, use the installed `imagegen` skill in this workspace. This skill defines the game-specific process; `imagegen` handles the API-backed generation or edit execution.
## Script Recipes
Create a reference canvas:
```bash
python3 scripts/build_sprite_edit_canvas.py \
--seed output/sprites/idle-01.png \
--out output/sprites/hurt-edit-canvas.png \
--frames 4 \
--slot-size 256 \
--canvas-size 1024
```
Normalize a raw strip:
```bash
python3 scripts/normalize_sprite_strip.py \
--input output/sprites/hurt-raw.png \
--out-dir output/sprites/hurt \
--frames 4 \
--frame-size 64 \
--anchor output/sprites/idle-01.png \
--lock-frame1
```
Render a preview sheet:
```bash
python3 scripts/render_sprite_preview_sheet.py \
--frames-dir output/sprites/hurt \
--out output/sprites/hurt-preview.png \
--columns 4
```
## Quality Gates
- proportions stay stable across frames
- frame-to-frame size does not drift
- action reads clearly at game scale
- transparency is preserved
- frame 01 matches the shipped sprite when lockback is enabled
- preview looks correct before any in-engine asset index update
## References
- Detailed workflow: `references/sprite-pipeline.md`
- Shared frontend context: `../game-ui-frontend/SKILL.md`
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