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Pixel Art Workflow

Roadmap: Art assets

Set the visual rules with an art bible, draw real grid-aligned pixel art as code with pxl, and generate animated sprite atlases with sprite-gen.

Write the art bible first so every asset follows one palette and shape language. Use pxl for sprites, tiles and icons that must stay editable and exactly on the grid. Use sprite-gen when you need generated character animations; it needs your own GPT or Grok login. The Aseprite skills are listed as links for people who work in .aseprite files.

Download the bundle

Free, no payment: we only ask you to sign in. Each skill below is also a free download on its own page.

For agents, create an API key in Settings and use:

curl -fL -H "Authorization: Bearer $GAMESKILL_API_KEY" https://gameskill.dev/bundles/pixel-art/download.zip -o pixel-art.zip

In the order you use them

  1. 1. The rules: palette, shape language, asset standards

    By GameSkill · based on Donchitos (MIT)

    Skill ZIP
  2. 2. Draw: sprites, tiles, sheets and GIFs as code, on the grid

    By GameSkill · based on crsolver (MIT)

    Skill ZIP
  3. sprite-genHosted, 28/30, no badge

    3. Animate: generated state rows, chroma cleanup, runtime atlases

    By GameSkill · based on aldegad (Apache-2.0)

    Skill ZIP

Also see (links only)

Self-check

  • Every asset uses the art bible palette and nothing outside it
  • Pixels sit on the grid: no blur, no half pixels, one scale per sprite
  • Recolors are palette swaps, not repainted copies
  • Cut-outs have no chroma fringe; use a green key for red subjects
  • In the engine, textures use nearest filtering

Every skill is its author's work, included unchanged under its license (MIT or Apache-2.0), with LICENSE, ATTRIBUTION.md and CHANGES.md in its folder. The bundle README and checklist are ours, under MIT. Skills marked GameSkill original are ours as well (MIT), with LICENSE and CREDITS.md in their folder.