by ybuild-ai
Agent skill from Y Build for turning AI images and videos into playable game art assets
# Add to your Claude Code skills
git clone https://github.com/ybuild-ai/ai-game-art-pipeline-skillGuides for using ai agents skills like ai-game-art-pipeline-skill.
Use this skill when a user wants to generate, plan, debug, or package game art that must run in an actual game runtime.
The skill is provider-neutral. It does not assume any specific API key or vendor SDK. If a model call is needed, use the user's available provider through an adapter or ask them to implement scripts/provider_stub.py.
Pick the pipeline by runtime job, not by model hype.
| Runtime job | Pipeline |
|---|---|
| Static props, items, FX icons | Image model + style refs + removable background |
| Existing/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 |
Read only the relevant file:
references/static-assets.md — props, icons, items, simple monsters, canonical asset reuse.references/battle-sprites.md — keyframe-first combat sprite sheets, 2D grids, anchors, contact sheets.references/motion-video.md — 3D skeleton pitfalls, video motion references, Veo/Seedance-style video-to-frames, cinematic ultimates.references/backgrounds.md — level backgrounds, master-first parallax, outpaint chains, mobile texture limits.references/runtime-shipping.md — formats, compression, CDN layout, audio/SFX, runtime QA.Scripts are local utilities only. They do not call model APIs.
scripts/provider_stub.py — adapter interface the user can implement for their provider.scripts/chroma_key_magenta.py — remove magenta background from generated sheets/icons.scripts/sheet_contact.py — make numbered contact sheets for curation.scripts/extract_video_frames.py — extract/resize video frames for runtime texture sequences.Do not write a full vendor SDK unless the user explicitly asks for one. Prefer a thin adapter around scripts/provider_stub.py so credentials, endpoints, retries, billing, and model choices stay in the user's project.
If the user wants examples, point them to examples/providers/README.md and adapt only the minimal file they need:
When using this skill, produce:
Last scanned: 5/30/2026
{
"issues": [],
"status": "PASSED",
"scannedAt": "2026-05-30T14:59:38.992Z",
"npmAuditRan": true,
"pipAuditRan": true
}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.
Most AI game art demos stop at a beautiful image. Games need stricter things:
The core rule:
Pick the pipeline by runtime job, not by model hype.
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:
| 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 |
| Combat sprites | Cinematic ultimate |
|---|---|
![]() |
| Motion reference tradeoff | Pipeline map |
|---|---|
![]() |
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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
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
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.
Good fit:
Bad fit:
Contributions are welcome. The most useful additions are:
See CONTRIBUTING.md.
MIT. See LICENSE.
ai-game-art-pipeline-skill is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by ybuild-ai. Agent skill from Y Build for turning AI images and videos into playable game art assets. It has 307 GitHub stars.
Yes. ai-game-art-pipeline-skill passed SkillsLLM's automated security scan — a dependency vulnerability audit plus prompt-injection heuristics — with no high-severity issues. You can read the full report in the Security Report section on this page.
Clone the repository with "git clone https://github.com/ybuild-ai/ai-game-art-pipeline-skill" and add it to your Claude Code skills directory (see the Installation section above). ai-game-art-pipeline-skill ships a SKILL.md manifest, so compatible agents can discover and load it automatically.
ai-game-art-pipeline-skill is primarily written in Python. It is open-source under ybuild-ai on GitHub, so you can review or fork the full source.
Yes. SkillsLLM lists many other AI Agents skills you can browse and compare side by side. Open the AI Agents category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh ai-game-art-pipeline-skill against similar tools.
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