ai-game-art-pipeline-skill
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Agent skill from Y Build for turning AI images and videos into playable game art assets
AI Game Art Pipeline Skill
Provider-neutral workflows for turning AI images and videos into playable game assets.
This skill helps agents plan, generate, clean, package, and QA game-runtime art assets: sprites, icons, backgrounds, video-to-frames animation, cinematic ultimates, anchors, compression, and runtime checks.
Created by Y Build, an AI agent platform for building, launching, and growing apps.
It is not a prompt pack or a model leaderboard. The point is to ship assets that survive a real game loop.
Why This Exists
Most AI game art demos stop at a beautiful image. Games need stricter things:
- Transparent sprites that do not jitter.
- Animation frames with stable identity and readable silhouettes.
- Backgrounds that fit mobile GPU texture limits.
- Cinematic effects that look rich without owning gameplay logic.
- Audio, hit timing, anchors, and compression that hold up in runtime.
The core rule:
Pick the pipeline by runtime job, not by model hype.
Install
Recommended, if you use the Agent Skills installer:
npx skills add ybuild-ai/ai-game-art-pipeline-skill --skill ai-game-art-pipeline -g
Manual Codex install:
git clone https://github.com/ybuild-ai/ai-game-art-pipeline-skill.git ~/.codex/skills/ai-game-art-pipeline
Manual Claude Code install:
git clone https://github.com/ybuild-ai/ai-game-art-pipeline-skill.git ~/.claude/skills/ai-game-art-pipeline
Then ask your agent for tasks like:
- "Use the AI game art pipeline skill to plan a 2D action RPG sprite pipeline."
- "Generate prompts and post-processing steps for a combat sprite sheet."
- "Turn a cinematic ultimate video into runtime frames and code-owned hit logic."
- "Audit these game assets for mobile runtime shipping risks."
What You Get
| Runtime job | Recommended route |
|---|---|
| Static props, items, FX icons | Image model + style refs + removable background |
| Existing or brand character | Reuse canonical sprite sheets before regenerating |
| Combat character animation | Keyframe-first + 2D grid + post-processing + curation |
| Walk/run/body mechanics | Prefer video motion reference; use 3D skeleton only when cleanup is acceptable |
| Ambient loops | Video model -> extracted frames |
| Cinematic ultimate / boss intro | Full-screen video-to-frames + code-driven hit logic |
| Runtime feel | Deterministic code: hit pause, shake, particles, trails, SFX |
Visual Examples
| Combat sprites | Cinematic ultimate |
|---|---|
![]() |
| Motion reference tradeoff | Pipeline map |
|---|---|
![]() |
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Repository Layout
SKILL.md
references/
static-assets.md
battle-sprites.md
motion-video.md
backgrounds.md
runtime-shipping.md
scripts/
provider_stub.py
chroma_key_magenta.py
sheet_contact.py
extract_video_frames.py
examples/
prompts.md
batch_generation_example.py
providers/
README.md
minimal_provider_example.py
http_image_provider_example.py
http_video_provider_example.py
media/
pipeline-map.jpg
battle-sprite-grid.jpg
seedance-awakening-frames.jpg
skeleton-vs-video-motion.jpg
Bundled Scripts
Scripts are local utilities only. They do not contain API keys, endpoints, private paths, or vendor SDK code.
| Script | Purpose |
|---|---|
scripts/provider_stub.py |
Adapter interface users can implement for their own image/video provider |
scripts/chroma_key_magenta.py |
Remove solid magenta backgrounds from generated assets |
scripts/sheet_contact.py |
Build numbered contact sheets for sprite curation |
scripts/extract_video_frames.py |
Extract and resize video frames for runtime texture sequences |
Examples:
python scripts/chroma_key_magenta.py input.png output.png
python scripts/sheet_contact.py frames/ contact.png --cols 6
python scripts/extract_video_frames.py ultimate.mp4 frames/ --fps 14 --start 0.6 --duration 3.6 --width 1280
Provider Adapters, Not SDKs
The skill intentionally does not ship a real image/video SDK. Model APIs change quickly, and users should own credentials, endpoints, model names, retry policy, and billing behavior.
Instead, the repo includes thin adapter examples:
| Example | Use it when |
|---|---|
examples/providers/minimal_provider_example.py |
You want a fake provider to test the pipeline shape locally |
examples/providers/http_image_provider_example.py |
You have an image-generation HTTP proxy that returns a URL or base64 image |
examples/providers/http_video_provider_example.py |
You have an async video-generation HTTP proxy with job polling |
examples/batch_generation_example.py |
You want to turn a small art plan into provider requests |
Read examples/providers/README.md before wiring a real provider.
Quick Workflow
- Identify the runtime job and target engine.
- Check whether canonical assets already exist.
- Pick the smallest useful vertical slice.
- Generate or reuse source visuals.
- Post-process with deterministic scripts.
- Preview at target size and target device.
- Iterate surgically: rerun one animation, reprocess raw output, or repack frames.
Good Fit / Bad Fit
Good fit:
- 2D action RPGs, tactics games, card battlers, mobile games, UI-heavy games.
- Teams using image/video generation but needing runtime-ready assets.
- Agents that can run local scripts and edit asset pipelines.
Bad fit:
- One-off marketing art.
- Pure concept-art exploration with no runtime target.
- Fully automated "make my whole game art set" workflows with no curation.
Contributing
Contributions are welcome. The most useful additions are:
- New provider adapters that keep credentials outside the repo.
- Runtime preview templates for PixiJS, Canvas, Godot, Unity, SpriteKit, or web games.
- More post-processing utilities for trimming, anchors, packing, and QA.
- Real pipeline notes from shipped projects.
See CONTRIBUTING.md.
License
MIT. See LICENSE.
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