Skills for Real Engineers. Straight from my .agents directory.
asset-pipeline
Agent skill fromrehan-remade/universal-modder
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.
How to install asset-pipeline
npx skills add rehan-remade/universal-modder# or add only this skill to Claude Code: copy the folder
skills/asset-pipeline/
# into
~/.claude/skills/asset-pipeline/ (all projects)
.claude/skills/asset-pipeline/ (one project)
1# Asset pipeline: from art to engine-ready files23The fal-assets skill makes pictures. This skill makes **files the game accepts**: the right size, frame4layout, orientation, alpha, palette and format. All commands are `um sprite ...` and `um render3d ...`; each5has `--help` with examples.67## 1. Learn the target format from the game itself8Before converting anything, open two or three of the game's own assets and write down in MODLOG.md:9- **Dimensions:** frame size, frames per sheet, and the layout (vertical strip / grid / one file per frame).10- **Orientation:** which way the art faces (Terraria: items point right, NPCs face left, the engine flips11 them), and where the pivot or hotspot sits (AoE2: the unit's ground point at the canvas centre).12- **Alpha:** hard 1-bit edges (BC1 punch-through, pixel art) or soft.13- **Style:** palette size and outline (dark 1-2 px outline in most pixel-art games).14- **Format:** PNG, DDS BC1/BC3/BC7, XNB, SLD, atlas + JSON...1516The draw code is the final authority. In Terraria, NPC frame height = texture height / `Main.npcFrameCount`,17so any consistent frame size works.1819## 2. 2D pipeline20```bash21um sprite info raw.png # size, alpha coverage, corner colour22um sprite cutout raw.png cut.png # flat bg → transparent (border flood fill keeps interior whites)23um sprite cutout raw.png cut.png --grey 150 --keep-top 0.8 # also remove a soft grey shadow / the floor under it24…
Excerpt shown under the repository's MIT license.
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