# Game Asset Pipeline

Turns generated art into game-ready sprites, sheets, masks and rendered frames.

- Repository: https://github.com/rehan-remade/universal-modder (9317 stars)
- Category: Design
- License: MIT
- Last updated: 2026-11-01
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add rehan-remade/universal-modder --skill asset-pipeline -g -a claude-code -y`
Codex: `npx skills add rehan-remade/universal-modder --skill asset-pipeline -g -a codex -y`
Cursor: `npx skills add rehan-remade/universal-modder --skill asset-pipeline -g -a cursor -y`
Gemini CLI: `npx skills add rehan-remade/universal-modder --skill asset-pipeline -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add rehan-remade/universal-modder`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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.

The rest: https://github.com/rehan-remade/universal-modder/blob/HEAD/.agents/skills/asset-pipeline/SKILL.md
