sprite-atlas-builder
Sprite atlas pipeline. Use for sprites, tilesets, textures, asset sheets, extraction, curation, and QA.
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Sprite atlas pipeline. Use for sprites, tilesets, textures, asset sheets, extraction, curation, and QA.
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
استنادا إلى تصنيف SOC المهني
Set up a local Codex Studio checkout end to end from the welcome-screen handoff prompt.
Use when finishing a feature, fixing a bug, before committing React code, or when the user types `/doctor`, asks to scan, triage, or clean up React diagnostics. Covers lint, accessibility, bundle size, architecture. Includes a regression check and a full local-triage workflow that fetches the canonical playbook.
Generate or edit raster images when the task benefits from AI-created bitmap visuals such as photos, illustrations, textures, sprites, mockups, or transparent-background cutouts. Use when Codex should create a brand-new image, transform an existing image, or derive visual variants from references, and the output should be a bitmap asset rather than repo-native code or vector. Do not use when the task is better handled by editing existing SVG/vector/code-native assets, extending an established icon or logo system, or building the visual directly in HTML/CSS/canvas.
| name | sprite-atlas-builder |
| description | Sprite atlas pipeline. Use for sprites, tilesets, textures, asset sheets, extraction, curation, and QA. |
Build sprites and game asset sheets with the component-row pipeline:
preset/custom contract -> sprite-request.json -> layout guides + row prompts
-> imagegen row strips -> chroma/rembg background removal + component extraction
-> curated frames -> atlas PNG + manifest.json.frame_layout
Use $imagegen for visual generation. Use local scripts for deterministic request prep, background removal, extraction, atlas composition, previews, curation, unpacking, and exports.
$imagegen is the internal visual-generation sub-skill and the primary art engine for this skill. sprite-atlas-builder owns contracts, prompts, layout guides, extraction, registration, atlas composition, previews, curation, and QA; $imagegen owns bitmap creation.
For any user-facing sprite, character, tileset, texture, prop, icon, VFX, or atlas art generation, use $imagegen whenever it is available. Load and follow the $imagegen skill rules for generation/editing, save-path handling, chroma-key transparency, and output honesty.
Local scripted/PIL drawing is allowed only for deterministic smoke tests, regression fixtures, geometry debugging, or when $imagegen is unavailable. If local drawing is used for anything beyond a fixture, say so explicitly and do not present it as an imagegen-backed art validation.
Pipeline validation for generated art must include at least one $imagegen-produced source image or row strip before calling the result visually representative. The local scripts can prepare prompts, guides, extraction, atlas composition, previews, and QA, but they do not replace $imagegen for final visual content.
When $imagegen outputs are meant for the project, copy or move the selected generated image from the default generated-images location into the run folder before extraction. Do not leave project-referenced row art only under $CODEX_HOME.
Requires Python with Pillow available. rembg is optional for local model-backed background removal.
When this skill is driven by a local app such as Sprite Bench, keep the skill as the atlas engine and use a separate handoff layer for providers:
codex-handoff/
inbox/ # structured generation/regeneration jobs
outbox/ # real returned images or blocked sidecars
status/ # runner status per job
logs/ # stdout/stderr tails from codex exec or adapters
The app or runner may write a job JSON that points to sprite-request.json, prompts/<state>.txt, references/layout-guides/<state>.png, optional references/identity-anchor.png, and the expected output row. Codex, a manual operator, or a future provider should return a real image file to outbox/ using the job id prefix. The runner then copies the accepted result into raw/<state>.png before extraction.
Returned final row files should be named like <jobId>-<state>.png|webp|jpg. Do not place contact sheets, comparison sheets, preview grids, temp candidates, QA JSON, debug images, staging files, or work-in-progress files in the outbox root as final import candidates.
If generation is blocked by safety, policy, missing imagegen capability, provider failure, no returned image, or user cancellation, write a small <jobId>-blocked.json sidecar with status=blocked, reasonKind, userMessage, and suggestion. Allowed reasonKind values are policy_or_safety, imagegen_unavailable, runner_failed, no_image_returned, and unknown. Do not create a placeholder image, deterministic drawing, SVG, or text preview to keep the pipeline moving.
Provider adapters must not mutate browser-only state. They should emit bounded events, update status/log files, and write artifacts back into the run folder or handoff outbox. The existing skill scripts remain the only supported path for extraction, curation, atlas composition, previews, and QA.
Read references/atlas-reference.md when choosing background removal, style presets, core scripts, asset modes, production standards, or frame budgets.
Read references/professional-sprite-animation.md before generating, repairing, curating, or reviewing animated character rows.
Completion criterion: atlas contract names asset kind, extraction mode, background removal, frame budget if any, QA path, and output manifest before final packaging.
Choose preset or custom contract.
references/atlas-reference.md for presets, asset modes, background removal, and frame budgets.Prepare run folder and generation prompts.
scripts/preset_to_request.py and scripts/prepare_sprite_run.py for deterministic request/layout setup.Generate or import real row art.
$imagegen for user-facing art when available; never substitute placeholder drawings for representative art.Extract, curate, compose, preview, and QA.
references/workflows.md for exact commands for new sheets, imported sheets, atlas unpacking, curation, GIFs, and exports.Done when transparent frames, atlas PNG, manifest, previews, QA reports, and any curation/export artifacts match the requested asset kind.
references/identity-anchor.png before generating action rows.qa/pose-scale-review.png, qa/<state>-contact.png, GIFs, or the prototype viewer and compare idle/reference, transition, and final frames for readable body pose, locked character scale, baseline, silhouette, head/hand/foot size, outfit texture, and no "miniature final pose" effect.head_width_vs_reference and upper_width_vs_reference should stay near idle scale for jump/fall/land/crouch even when full-body bbox height changes. If these proxies shrink, the row likely scaled the whole character down instead of changing pose.walk/run rows get motion-phase layout guides by default so legs alternate contact/passing poses instead of drifting in one direction.check_motion_variation.py for walk/run/move rows. It checks lower-body silhouette change, support-side balance, and body-center drift so frozen joints or same-leg poses get caught before done.--warn-only only when a deliberate hover/float/no-leg design makes the heuristic irrelevant.compose_selected_cycle.py; do not pretend full row passed.Read references/qa-and-outputs.md before final packaging. Completion criterion: QA reports, previews, atlas, manifest, and exports match the requested asset kind.