
Game Asset Pipeline
Turns generated art into game-ready sprites, sheets, masks and rendered frames.
Install
npx skills add rehan-remade/universal-modder --skill asset-pipeline -g -a claude-code -y- Repository
- rehan-remade/universal-modder9.3k
- Category
- Design
- Updated
- 3d ago
- License
- MIT
- Context cost
- Mediumabout 1,851 tokens
- Runs scripts
- No, instructions only
What it does
Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating assets, or when the user asks to make sprites, sprite sheets, animation frames, isometric unit sprites or icons for a game.
Asset pipeline: from art to engine-ready files
The fal-assets skill makes pictures. This skill makes files the game accepts: the right size, frame
layout, orientation, alpha, palette and format. All commands are um sprite ... and um render3d ...; each
has --help with examples.
1. Learn the target format from the game itself
Before converting anything, open two or three of the game's own assets and write down in MODLOG.md:
- Dimensions: frame size, frames per sheet, and the layout (vertical strip / grid / one file per frame).
- Orientation: which way the art faces (Terraria: items point right, NPCs face left, the engine flips them), and where the pivot or hotspot sits (AoE2: the unit's ground point at the canvas centre).
- Alpha: hard 1-bit edges (BC1 punch-through, pixel art) or soft.
- Style: palette size and outline (dark 1-2 px outline in most pixel-art games).
- Format: PNG, DDS BC1/BC3/BC7, XNB, SLD, atlas + JSON...
The draw code is the final authority. In Terraria, NPC frame height = texture height / Main.npcFrameCount,
so any consistent frame size works.


