by gary149
Agent Skill: turn AI-generated video into 2D game sprite sheets (the Mortal Kombat method, with MiniMax H3 as the actor)
# Add to your Claude Code skills
git clone https://github.com/gary149/h3-game-spritesGuides for using ai agents skills like h3-game-sprites.
Last scanned: 8/23/2026
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}h3-game-sprites is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by gary149. Agent Skill: turn AI-generated video into 2D game sprite sheets (the Mortal Kombat method, with MiniMax H3 as the actor). It has 53 GitHub stars.
Yes. h3-game-sprites 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/gary149/h3-game-sprites" and add it to your Claude Code skills directory (see the Installation section above).
h3-game-sprites is primarily written in Python. It is open-source under gary149 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 h3-game-sprites against similar tools.
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An Agent Skill for turning AI-generated video into 2D game sprite sheets.
Mortal Kombat (1992) filmed actors and digitized the footage into sprites. This does the same thing with a video model as the actor: one short clip per move, cut down to its pose extremes, chroma-keyed to transparency, and packed into an atlas you can drop into an engine. A character with eight moves costs about $5 and lands in an afternoon.
drawImage offset that decides whether your character
stands on the floor or sinks through it.Copy the skill folder into wherever your agent looks for skills. For Claude Code:
git clone https://github.com/gary149/h3-game-sprites
cp -R h3-game-sprites/skills/h3-game-sprites ~/.claude/skills/
The format is portable across skills-compatible agents; adjust the destination directory to match your client.
The local half of the pipeline (keying, keyframe selection, atlas building) needs only
ffmpeg and Python 3 with Pillow and numpy. sprite_cut.py and build_atlas.py take
an ordinary video file, so they work regardless of what produced it.
Generation needs a video model and an image model, and neither is pinned to one vendor. H3 / Hailuo 3 is served by aggregators such as OpenRouter and fal, and by MiniMax directly. The character still can come from whichever image model you prefer, or from an illustrator, as long as it follows the pose and flat-backdrop recipe in the skill. Budget roughly $0.60-0.70 per five-second clip and a few cents per still, varying by provider.
The bundled gen_still.py is a convenience, not a constraint: it defaults to Nano Banana
(google/gemini-3.1-flash-image) through OpenRouter and reads OPENROUTER_API_KEY. Point
the endpoint and model constants at the top of the file somewhere else, or skip the script
and bring your own still.
| Script | Does |
|---|---|
scripts/gen_still.py |
Generate character and pose stills, with reference images and a parallel batch mode for style probes |
scripts/sprite_cut.py |
Extract, chroma-key, pick keyframes, emit a strip, a GIF and a metrics report; --loop finds a seamless cycle |
scripts/build_atlas.py |
Pack frames into an atlas at one global scale with shared anchors |
Each runs standalone, so the pipeline is usable without an agent driving it:
python3 scripts/sprite_cut.py clips/punch.mp4 sprites/punch --frames 12
python3 scripts/sprite_cut.py clips/walk.mp4 sprites/walk --frames 8 --loop
python3 scripts/build_atlas.py sprites/ atlas.json --moves idle,walk,punch --ref idle
Every stage emits numbers you can check: key purity per frame, how closely a move returns to its starting pose, feet drift, and on-screen pose heights. The guidance leans on this hard, because the failure modes here are visual and quiet. A sprite that renders at the wrong scale, or one that hangs below the floor, will pass any assertion written against atlas metadata alone. Measure the rendered canvas.
MIT