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Found 11 Skills
Import geospatial files into the data warehouse via CARTO, export results back out, and prepare tilesets for fast map rendering.
Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.
Use this skill when creating pixel art sprites, animating sprite sheets, building tilesets for 2D games, or managing indexed color palettes. Triggers on pixel art, sprite sheet, sprite animation, tileset, tile map, pixel palette, indexed color, dithering, sub-pixel animation, NES palette, walk cycle sprite, and any task involving low-resolution raster art for games or retro aesthetics.
Build and edit tile-based 2D levels in Godot 4.3+ with TileMapLayer and TileSet: paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from code (set_cell, get_cell_tile_data, local_to_map). Use when working with TileMapLayer nodes, .tres TileSets, autotiling, or migrating a deprecated TileMap node to TileMapLayer.
Generate sprites and game assets using the SpriteCook MCP tools. Use when building games and the user needs sprites, pixel art, characters, items, tilesets, textures, icons, or UI elements. Also use when asked to create, generate, or make game art assets.
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, WorldEnvironment setup, ProceduralSkyMaterial, and volumetric fog. Use when building 3D levels, modular tilesets, BSP-style geometry, or environmental effects. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, WorldEnvironment, Environment, Sky, ProceduralSkyMaterial, PanoramaSkyMaterial, fog_enabled, volumetric_fog_enabled.
Generate game assets using AI image generation APIs (DALL-E, Replicate, fal.ai) and prepare them for Godot. Covers the full art pipeline from concept art and style guides to final sprites, sprite sheets, and import configuration. This skill should be used when creating game art, generating sprites, making tilesets, creating UI elements, or preparing assets for Godot import. Keywords: game assets, AI art, DALL-E, Replicate, fal.ai, sprite sheet, tileset, Godot, pixel art, character sprite, game art, texture, animation frames.
Deep pixel art expertise covering fundamentals, limited palettes, dithering patterns, subpixel animation, tile design, retro hardware constraints, and HD-2D hybrid techniques. Knowledge Claude wouldn't normally have from indie masters like Pedro Medeiros (saint11). Use when "pixel art, sprite art, dithering, limited palette, subpixel animation, tileset, autotile, pillow shading, selective outline, selout, hue shifting, color ramp, NES style, SNES style, HD-2D, Aseprite, retro game art, 8-bit, 16-bit, pixel-art, sprites, animation, retro, indie-games, dithering, palettes, tiles, subpixel, aseprite, NES, SNES, GBA, HD-2D" mentioned.
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.
Generate true pixel art sprites, tilesets, and animations with the Retro Diffusion API — the best dedicated pixel art model. Use when the user says "generate pixel art", "make a sprite with AI", "use Retro Diffusion", "rdpk", or wants high-quality pixel art faster than hand-coded sprite arrays. Requires a Retro Diffusion account and RETRODIFFUSION_API_KEY (paid credits). Great for quick prototyping of 2D Phaser games.
Create, edit, and pipeline game assets using MeowArt, including pixel sprites, HD assets, backgrounds, UI mockups, seamless loops, texture tiles, dual-grid tilesets, background removal, pixel cleanup, simple animations, sound effects, and music/BGM generation. Use this when Codex needs to produce or refine game art or audio assets in the project, especially when selecting MeowArt commands, setting canvas sizes, choosing templates, generating music or SFX, or converting generated assets into game-ready files.