| name | game-asset-core |
| description | Core discipline for ANY game-asset generation with Imagine tools: the engine-ready defaults users don't state, spec checklists, style anchoring, read-back verification, honest defect flagging. Use whenever generating any game art (sprites, sheets, animations, tiles, UI, FX) — then ALSO load the matching specialist skill: game-animation-frames for anything that moves, game-tilesets for tiles/terrain, game-character-consistency for recurring characters, game-ui-icons for UI and icons.
|
| metadata | {"short-description":"Core rules + engine-ready defaults for game assets"} |
Asset Core
Game developers ask for WHAT they need, not HOW to make it engine-ready.
The how is your job. Apply these defaults whenever the request doesn't say
otherwise — an asset that needs manual cleanup is a miss even if the user
never mentioned the requirement.
Unprompted engine-ready defaults
| When asked for... | Deliver, without being told... |
|---|
| a character/creature/prop sprite | isolated subject, flat single-color keyable background, clean silhouette, no baked ground scene or cast shadow |
| anything that moves/animates | a frame SEQUENCE that loops cleanly (see game-animation-frames — video-first) |
| a sprite sheet | uniform implicit cells, NO divider lines, subject at the identical position per cell so frames crop at width/cols × height/rows — or build it yourself: frames + PIL composite |
| ground/terrain/water/walls | seamlessly tileable (verify with a real 2×2 composite), no landmark motifs, non-directional lighting where rotation might be used |
| UI panels/frames/buttons | scale-survivable (9-slice: corner ornament, uniform edges), no text ever (games localize), state variants geometry-identical |
| the same character/object again | edit-chained from your existing base image, never regenerated fresh |
| icons | one style contract across the set, uniform padding, legible at 32px |
Deliver organized, exactly-named files; if the request leaves counts or
naming to you, choose sensible names and document them in a manifest/record.
Working discipline
- Spec checklist (private). List every stated property PLUS the
applicable defaults above. Verify against it; never paste it into
prompts.
- Prompt in the generator's language. 2–5 vivid sentences, always with
style/medium words. Express geometry/quantity as nameable visual
configurations (clock positions, pie wedges, colored markers), never as
numbers or abstractions.
- Verify by describing blind, then diffing. Write what the image shows
before re-reading the spec. Every stated property AND every applicable
default is pass/fail — no "good enough", no self-negotiated waivers. A
hedge in your own description = failed check.
- Escalate representation, then strategy. Retry once with a more
concrete visual re-expression. If the generator repeats the same failure,
it's a prior: build compositionally (parts + PIL rotate/mirror/assemble —
mind mirrored asymmetries) or keep the best and FLAG it. ~2 discards max
per point being proven.
- Deliver and report. Final pass across all files for cohesion and the
checklist; state every unfixed defect and every default you consciously
deviated from.