by LucasJRamos
Animated pixel-art sprites (8-direction top-down or side view) from procedural 3D models in YAML, built to be driven by coding AIs. Exports to Godot, Unity, MonoGame or any engine.
# Add to your Claude Code skills
git clone https://github.com/LucasJRamos/spritekilnGuides for using mcp servers skills like spritekiln.
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spritekiln is an open-source mcp servers skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by LucasJRamos. Animated pixel-art sprites (8-direction top-down or side view) from procedural 3D models in YAML, built to be driven by coding AIs. Exports to Godot, Unity, MonoGame or any engine. It has 75 GitHub stars.
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Clone the repository with "git clone https://github.com/LucasJRamos/spritekiln" and add it to your Claude Code skills directory (see the Installation section above).
spritekiln is primarily written in Python. It is open-source under LucasJRamos on GitHub, so you can review or fork the full source.
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Animated pixel-art sprites from procedural 3D models, made to be driven by coding AIs.
A character is a small YAML file: a skeleton, 3D shapes, materials and animations. SpriteKiln renders it into pixel art in 8 directions (top-down 3/4) or in profile (side view), with exact frame timing, gameplay events, attachment points, a normal map for dynamic light and an emissive layer, ready for Godot, Unity, MonoGame or any engine that reads Aseprite sheets.
You do not have to write the YAML. Your coding assistant (Claude Code, Codex, Gemini, Copilot, Cursor) does, from a description or a splash art: it edits the spec, renders, looks at the images and fixes what it sees. You direct.
hit, step_l, windup) on the right frame, sockets
(muzzles, hands, impact points), the pivot on the ground for y-sorting, normal and emissive maps.file:line:column, and an art-direction review in numbers for
assistants that cannot see.Python 3.10 or newer. Install the spritekiln command with pipx, which keeps it
isolated and on your PATH:
Windows (PowerShell; no Python yet? winget install Python.Python.3.13, then open a new terminal)
py -m pip install --user pipx
py -m pipx ensurepath
py -m pipx install "spritekiln[mcp]"
macOS (Terminal, with Homebrew)
brew install pipx
pipx ensurepath
pipx install "spritekiln[mcp]"
Linux (Debian/Ubuntu shown; Fedora: sudo dnf install pipx, Arch: sudo pacman -S python-pipx)
sudo apt install pipx
pipx ensurepath
pipx install "spritekiln[mcp]"
Then open a new terminal and check with spritekiln --version. [mcp] adds the tools for AI assistants;
pipx install spritekiln is enough for the command line alone. For renders about 6× faster, install
"spritekiln[mcp,fast]" instead (a compiled renderer; Intel Macs keep the plain one). uv, a virtual
environment, upgrading and troubleshooting: Install SpriteKiln.
| You have | Run |
|---|---|
| 0.2 or later | spritekiln update in a game folder (it upgrades the way you installed and refreshes that folder's AI instructions), then spritekiln update --files in your other game folders |
| 0.1.0 | pipx upgrade spritekiln (or uv tool upgrade spritekiln), then spritekiln update --files in each game folder |
| any, to add the fast renderer | pipx install --force "spritekiln[mcp,fast]" (or uv tool install --force "spritekiln[mcp,fast]") |
In a virtual environment on Windows, run python -m spritekiln update. Assets rendered again with a new
version can look different (0.3 changed the shading): the changelog says what changed.
The commands are the same on every system.
Open a terminal in your game's folder, or in an empty folder if you only want sprites, and tell SpriteKiln which engine the sprites are for and which AI assistant will make them:
spritekiln init --engine godot --ai claude
--engine |
For | Exports go to |
|---|---|---|
godot |
Godot 4 | assets/spritekiln/, with SpriteFrames and a ready scene |
unity |
Unity 2022.3+ | Assets/SpriteKiln/ |
monogame |
MonoGame | Content/sprites/ |
generic |
any other engine, or no game yet | sprites/: PNG atlas and Aseprite-compatible JSON |
--ai |
Assistant |
|---|---|
claude |
Claude Code |
codex |
Codex |
gemini |
Gemini CLI |
copilot |
GitHub Copilot |
cursor |
Cursor |
generic |
any other agent that reads AGENTS.md |
Name several assistants with commas: --ai claude,cursor. init writes spritekiln.toml (specs go to
art/specs/, exports to the folder above), the instructions your assistant reads before it starts, and the
config of the MCP server through which it calls SpriteKiln. Details:
Use SpriteKiln with your AI.
Open the folder in your assistant and describe the character:
Make a hooded goblin scout with a short sword. Start from the template, check all 8 directions, then render idle, walk and attack and export them.
The first time, before it makes anything, the assistant interviews you about the art style: top-down or
side view, how many pixels tall a character is on screen, directions, colours, outline and shading,
proportions, how much face a character shows, the feel of the animation and your references. The answers
go to spritekiln.toml (spritekiln style shows them); every later sprite follows them, and they change
only when you ask ("from now on, no outlines").
Then it writes the spec, renders, looks at the images and fixes what it sees. You review the GIFs in
art/specs/characters/<name>/out/<name>/preview/ and ask for changes ("bigger hat", "faster swing"). Have a
splash art? Hand it over: From your splash art, with an AI.
The same commands your assistant runs:
spritekiln style set --height 48 --outline selective # the art style, once (all answers: -h)
spritekiln new knight # art/specs/characters/knight/knight.yaml
spritekiln pose art/specs/characters/knight/knight.yaml --dirs all # one pose in 8 directions, ~1 s each
spritekiln render art/specs/characters/knight/knight.yaml --export # all animations, exported to the engine
Edit the YAML between pose runs: Your first character in 10 minutes
walks through it.
| RIN-7 · side view, 48 px | The Ranger · top-down, 64 px | Thor · top-down, 100 px |
|---|---|---|
![]() |
![]() |
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| 7 clips (idle, run, jump, rise, fall, land, attack), 84 frames | 4 clips in 8 directions (idle, run, dash, attack), 288 frames | 13 clips in 8 directions, 696 frames in a 128 px frame |
| splash → sprite | splash → sprite | splash → sprite |
Made by Claude Code following the recipe (modeler, art director, animator). RIN-7 and
the Ranger come from test projects of 0.3, Thor from one of 0.1; the Templar and the Huntress were made for
the game Hunt Tower. All of them, with more animations: showcase/.
0.3 (2026-10-30)
spritekiln style preview shows the choices side by side.extends: humanoid and 20 built-in kits (weapons, shields, headwear, capes, belts,
heads and hair), so a character states only what is its own.pose --focus head close-ups.[fast], and --draft
previews.0.2 (2026-10-25)
spritekiln.toml; every later asset follows it.spritekiln update upgrades SpriteKiln and refreshes the AI instructions of your game folders.Everything else: CHANGELOG.
spec.yaml ──► skeleton + IK ──► SDF shapes ──► raymarched render ──► pixelize ──► atlas + JSON
(bones, (expressions per (ellipsoids, (colour, normals, (palette ramps, + normal map
shapes, frame: cycles, extrudes, depth, paint; outline