game-asset-pipeline
Deterministic post-process tooling for generated pixel-art sprite batches: lattice/pixel-snapper cleanup, transparency de-fringing, sprite-sheet packing with…
Skill by bpmforge
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/bpmforge-game-asset-pipeline
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About
Use cases: spreadsheets, data
Reviews
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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/game-asset-pipeline
What's inside
- Skill name
game-asset-pipeline- Description
- Deterministic post-process tooling for generated pixel-art sprite batches: lattice/pixel-snapper cleanup, transparency de-fringing, sprite-sheet packing with a portable atlas manifest. Pairs with agents/game/game-asset-pipeline.md, which owns generation + engine-specific import; this skill is the deterministic middle of that loop.
- License
- Apache-2.0
- Instructions
- 40 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# game-asset-pipeline — post-process scripts for generated sprite batches Three deterministic Node.js scripts, one per stage of the post-generation pipeline. Each is a pure-function library plus a small CLI; none of them call a model — that's the job of `agents/game/game-asset-pipeline.md` (gen and engine-specific import). **Where the scripts live:** they ship in the [attest](https://github.com/bpmforge/attest) repo under `skills/game-asset-pipeline/scripts/`, not in this one. They depend on the `sharp` npm package, which attest's `package.json` provides and this repo has no `package.json` to install. To use them, clone attest and run `npm install` there; attest's `skills/game-asset-pipeline/README.md` has the algorithm detail and the atlas JSON schema. If no attest checkout is available, say so and stop at the agent's gen and import steps rather than inventing the scripts. | Script (in attest) | Stage | What it does | |---|---|---| | `pixel-snap.mjs` | post-process (lattice) | Snaps a soft/anti-aliased gen image onto an explicit pixel grid via dominant-color-per-cell voting; optional palette quantization + nearest-neighbor upscale preview. | | `transparency-cleanup.mjs` | post-process (matte) | Threshold + un-premultiply alpha cleanup — kills background-bleed fringe pixels, de-fringes real sprite edges. | | `sprite-sheet-pack.mjs` | sprite-sheet / engine import | Deterministic shelf-packs a batch of sprite PNGs into one sheet + emits a TexturePacker-hash-format atlas JSON (Phaser/PixiJS-native; convertible to Godot/Unity import formats by existing engine-side tooling). | ## Usage From the root of an attest checkout (`S=skills/game-asset-pipeline/scripts`): ```bash node $S/pixel-snap.mjs gen.png --grid 32x32 --palette 16 --upscale 4 --out sprite.snapped.png node $S/transparency-cleanup.mjs sprite.snapped.png --out sprite.cleaned.png node $S/sprite-sheet-pack.mjs ./batch/ --out sheet.png --json sheet.json ``` Chain them per asset in a batch, then pack the whole cleaned batch in one `sprite-sheet-pack.mjs` call — packing is the one stage that operates on the batch as a unit rather than one sprite at a time. The scripts' tests run in attest: `node --test 'skills/game-asset-pipeline/scripts/tests/*.test.mjs'`.
From bpmforge/attest-claude, Apache-2.0.
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Signals
- Stars
- 0
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Oct 8, 2026 (20 days ago)
- Last release
- Oct 13, 2026 (16 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- Apache-2.0
- Repository
- github.com/bpmforge/attest-claude
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
game-asset-pipeline skill. Agent Mart. https://agentmart.dev/skills/bpmforge-game-asset-pipeline (last updated 2026-10-24)