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Found 54 Skills
Generate 2D pixel art game assets, characters, sprite sheets, background removal, and game backgrounds. Trigger for "pixel art character", "sprite sheet", "walk cycle", "game sprites", "isometric sprites", "side-scroller assets", "RPG character sprites", "idle animation", "attack animation", "jump animation", "game background", "parallax background", "isometric map", "2D game art", "pixel art animation". Covers character generation (nano-banana-pro / gpt-image-2), sprite sheet animation (nano/edit or gpt-image-2/edit), background removal (Bria), and background generation (parallax layers or isometric map).
Build 2D browser games with Phaser 3 (JS/TS): scenes, sprites, physics (Arcade/Matter), tilemaps (Tiled), animations, input. Trigger: 'Phaser scene', 'Arcade physics', 'tilemap', 'Phaser 3 game'.
Expert skill for building pixel art idle/incremental games with procedural sprite generation, React/TypeScript/Zustand architecture, and contemplative game design. Use when creating pixel art games, implementing idle game mechanics, generating procedural sprites via Canvas API, building collection-based games, or implementing incremental game economies. Triggers on requests for pixel art, idle games, sprite generation, incremental games, collection games, or contemplative game experiences.
Use this skill when working with cameras in Phaser 4. Covers camera effects (shake, fade, flash, pan, zoom), following sprites, scroll, bounds, viewports, multiple cameras, and minimap. Triggers on: camera, viewport, scroll, zoom, follow, shake, fade.
Build 2D browser games with Phaser 3 (JS/TS): scenes (Boot/Menu/Game/UI), sprites/animations, input, Arcade/Matter physics, tilemaps (Tiled), asset loading, and performance patterns. Use for prompts like 'Phaser scene', 'Arcade physics', 'tilemap', 'Phaser 3 game architecture'.
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
Generate iOS app assets like UI icons, sprites, illustrations, backgrounds, and graphics. Use when creating tab bar icons, toolbar icons, game sprites, onboarding illustrations, or any in-app visual assets. NOT for app icons (use ios-app-icon skill instead).
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
Generate game art assets using each::sense AI. Create 2D sprites, character sprite sheets, seamless textures, UI elements, icons, tilesets, loading screens, logos, and concept art for games.
Shared workflow rules for SpriteCook. Use together with spritecook-generate-sprites or spritecook-animate-assets for credits, downloads, asset manifests, safe auth handling, and recommended defaults.
PixiJS 2D rendering and game development including sprites, animations, interactions, and WebGL/Canvas rendering. Use when building PixiJS applications, creating 2D games, or implementing interactive graphics.
Controls InnerClaude instances on Sprites.dev VMs for testing workflows, install patterns, and Claude-to-Claude interaction. INVOKE BEFORE any 'sprite exec', 'inner Claude', 'test this workflow', 'Claude controlling Claude', or remote VM operations. Documents the critical tmux+pipe-pane pattern that makes OuterClaude/InnerClaude interaction work. Also covers checkpoint/restore and bootstrap. (user)