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sprite-pipeline

Create, normalize, pack, import, and validate production sprite animations, atlases, pivots, collision guides, and pixel-art scaling across 2D game engines.

Skill by metaspartan

IndexedMIT★ 32
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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/metaspartan-sprite-pipeline

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

Create, normalize, pack, import, and validate production sprite animations, atlases, pivots, collision guides, and pixel-art scaling across 2D game engines.

Use cases: data

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Permissions

What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.

Tools
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/sprite-pipeline

What's inside

Skill name
sprite-pipeline
Description
Create, normalize, pack, import, and validate production sprite animations, atlases, pivots, collision guides, and pixel-art scaling across 2D game engines.
License
MIT
Instructions
40 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# Sprite pipeline

## Establish the asset contract

Identify target resolution, pixels per unit, palette, frame dimensions, frame rate, facing directions, pivot, baseline, transparency, atlas format, naming, collision expectations, filtering, and engine importer settings.

## Production workflow

1. Start from an approved in-game reference frame or style sheet.
2. Define the exact animation list, frame count, timing, loop mode, and event frames.
3. Produce one coherent animation strip at a time to limit silhouette and scale drift.
4. Normalize every frame to one canvas, shared scale, pivot, and baseline.
5. Remove accidental edge pixels, matte colors, duplicate frames, and transparency artifacts.
6. Pack frames with deterministic names and atlas metadata accepted by the project.
7. Preserve editable source art separately from generated atlases and engine imports.

Do not create frames independently when temporal consistency matters. Do not resample pixel art with smoothing. Do not overwrite approved source frames during normalization.

## Engine integration

- Match filtering and compression to pixel art or painted art intentionally.
- Keep animation event timing separate from render-only frame changes.
- Verify pivots, root movement, sorting, collision, and attachment points in the game scene.
- Reuse atlases where it reduces state changes without exceeding target texture limits.
- Keep generated atlas output reproducible from source frames and configuration.

## Verification

1. Render an atlas or contact-sheet preview before import.
2. Inspect every animation at native scale and representative gameplay scale.
3. Play transitions forward, looped, interrupted, and reversed where supported.
4. Verify no baseline jump, scale drift, edge bleeding, missing frame, or collision mismatch.
5. Test the imported animation in a real scene with camera movement and target filtering.
6. Measure atlas dimensions, memory, draw calls, and build-size impact.

## Completion criteria

Report source and atlas paths, dimensions, frame counts, pivots, importer settings, animations exercised, visual evidence, and any source-art decision awaiting approval.

From metaspartan/cybara, MIT.

More from metaspartan/cybara

Signals

Stars
32
Forks
9
Open issues
0
Last commit (this folder)
Sep 2, 2026 (1 month ago)
Last release
Oct 24, 2026 (5 days ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
Website
cybara.ai
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

More from metaspartan

Cite this page

sprite-pipeline skill. Agent Mart. https://agentmart.dev/skills/metaspartan-sprite-pipeline (last updated 2026-10-24)