game-ui-asset-brief
Build a compact game UI asset brief with generation prompts, asset roles, cutout requirements, and validation checks for backgrounds, buttons, panels, icons…
Skill by FunplayAI
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/funplayai-game-ui-asset-brief
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: design
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
- Runs as
- Node.js package
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/game-ui-asset-brief
What's inside
- Skill name
game-ui-asset-brief- Description
- Build a compact game UI asset brief with generation prompts, asset roles, cutout requirements, and validation checks for backgrounds, buttons, panels, icons, HUD pieces, and logo treatments.
- License
- MIT
- Instructions
- 35 lines in SKILL.md · view on GitHub
Before installing
- Ships executable scripts
Files (2)
- SKILL.md
- build-brief.mjs · scripts/
SKILL.md (first lines)
# Game UI Asset Brief Use this skill when the user wants game UI assets such as a background, button skin, panel, HUD badge, icon set, title logo, or a cohesive UI kit. This skill does not require a specific design tool. It outputs asset prompts and processing requirements that can be handed to an image generator, cutout workflow, sprite splitter, or engine import flow. ## Workflow 1. Run the bundled brief builder: ```bash node <path-to-this-skill>/scripts/build-brief.mjs --style "<art direction>" --asset background --asset button_skin --asset panel ``` 2. Generate assets from the per-asset prompts. 3. Cut out foreground assets to transparent PNG. 4. Split sheets only when the brief asks for multiple states or parts. 5. Import assets into the project or design tool. 6. Verify the asset-specific checks before wiring the asset into gameplay or UI. ## Asset Rules - Backgrounds should fill the target aspect, contain no UI text, and leave safe space for foreground UI. - Button skins should usually contain no baked text so labels stay editable. - Foreground assets should be isolated on a plain background for cutout. - Cutout outputs must keep the subject visible, uncropped, and free of opaque background boxes. - Reuse a small coherent kit instead of generating one-off unrelated UI pieces. ## Avoid - Do not mix unrelated visual styles in one kit. - Do not treat a prompt as proof that the generated image is usable; verify alpha, crop, scale, and readability. - Do not bake UI copy into images unless the user explicitly wants a logo/title or non-editable text art.
From FunplayAI/funplay-skill, MIT.
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Signals
- Stars
- 10
- Forks
- 2
- Open issues
- 0
- Last commit (this folder)
- Jun 2, 2026 (4 months ago)
- Last release
- May 22, 2026 (5 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/FunplayAI/funplay-skill
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
game-ui-asset-brief skill. Agent Mart. https://agentmart.dev/skills/funplayai-game-ui-asset-brief (last updated 2026-10-24)