create-game-art-sheets
Plan and specify production-ready game art sheets, including environment tilesets, biome/terrain sets, autotile sets, prop atlases, and directional character animation sheets with 4, 6, 8, 16, or cust
SKILL.mdskills/create-game-art-sheets/SKILL.md
GitHubWhen to use
Use when creating or reviewing tilesets, environment sets, prop sheets, character sprite sheets, creature animation sheets, equipment overlays, directional attack sets, or isometric movement/animation sheets.
Workflow
- Read
../STYLE.mdand the relevant.stylestemplates before planning the sheet. - Decide whether the deliverable is a tileset, prop/object atlas, directional animation sheet, VFX sheet, or mixed package.
- For tilesets, define tile dimensions, grid orientation, terrain families, transitions, variants, collision/walkability metadata, elevation rules, and atlas grouping.
- For animation sheets, choose between one-action-per-file sheets, one combined character atlas, equipment overlay sheets, or engine-native atlas packing.
- For animation sheets, define direction count, facing names, frame size, anchor/contact point, direction rows, frame columns, action file names, loop rules, timing, and gameplay events.
- When a local sample exists, inspect it and follow its reusable layout conventions unless the user asks to change them.
- For isometric sheets, include projection, tile footprint, elevation unit, stable foot anchors, draw-order expectations, contact shadows, and readable facings.
- Produce a manifest-ready contract before final art creation so engineering, design, QA, and documentation can validate the same assumptions.
- Pair this skill with
prepare-game-art-handoffwhen the sheet is ready for runtime integration.
For reference-derived sets, use plan-hybrid-game-assets to declare reference contributions and invariant features. Before handoff, read content review for frame-specific evidence, actual transparency, semantic anchors, loop playback and assembled tile/parallax checks.
Sample-Driven Sheet Profile
When the host repository contains a sample like assets/sky-knight, use it as a local style/layout reference after inspection:
- one action per PNG file
- kebab-case action names such as
idle.png,run.png,cast-spell.png,take-damage.png, andshield-block-start.png - 8 direction rows
- 15 frame columns per action
- 128x128 frame cells
- 1920x1024 total sheet dimensions
- transparent PNG background
- stable anchor/contact point across all actions and facings
Do not hard-code this profile for every project. Treat it as the preferred local convention only when the user provides or selects it.
Direction Sets
- 4-direction: north, east, south, west; use for simple top-down or grid movement.
- 6-direction: useful for hex grids, stylized tactical games, or constrained facings; document exact facing angles.
- 8-direction: common for top-down/isometric movement; include cardinal and diagonal facings.
- 16-direction: use only when rotation fidelity, aiming, vehicles, bosses, or high-resolution facings justify the asset cost.
- Custom direction counts must document angle degrees, row order, mirrored frames, and whether mirroring is allowed.
Tileset Contract
- tile size and orientation
- base terrain tiles
- edge, corner, inner-corner, diagonal, cliff, shoreline, road, stair, wall, roof, and water transitions
- biome variants and decoration frequency
- walkable, blocker, hazard, cover, interactable, objective, and spawn metadata
- atlas padding, naming, tile IDs, and source/runtime paths
- seam stress-test layouts
Animation Contract
- entity scale, frame size, transparent padding, and anchor point
- direction count and row order
- sheet packaging: one action per file or combined atlas
- action filename list and kebab-case naming
- action states such as idle, walk, run, attack, cast, hit, death, interact, emote, mount, swim, or fly
- frames per action, frame duration, loop mode, cancel/event markers, and hit/contact frames
- equipment, shadow, VFX, and attachment layers
- collision/hitbox assumptions and runtime animation names
Output
- selected sheet type and active style templates
- tile or frame dimensions
- row/column layout and naming convention
- direction/facing list when applicable
- required variants and action states
- atlas and metadata fields
- validation checks for seams, anchors, sorting, readability, animation timing, and licensing
Commands
./commands/print-tileset-sheet-template.sh [tileset-name] [orientation]./commands/print-directional-animation-sheet-template.sh [character-name] [direction-count] [frames-per-action] [cell-size]./commands/inspect-animation-sheet-folder.sh [folder] [cell-size]./commands/print-game-art-handoff-template.sh [asset-type] [engine]./commands/print-isometric-production-checklist.sh [asset-type]