| name | sprite-pipeline |
| description | Define import, slicing, atlas packing, and naming rules for 2D sprite assets. |
| origin | everything-game-dev-code |
| category | art-audio-content |
Sprite Pipeline
Purpose
Define import, slicing, atlas packing, and naming rules for 2D sprite assets so they are consistent, performant, and replaceable across the project.
Use When
- the project uses 2D sprites as its primary visual representation
- sprite sheets or atlas configuration needs standardization
- placeholder sprites are being replaced with final art and naming or sizing must be validated
- new sprite assets are being added and need to follow project conventions
Inputs
- art bible or visual direction document
- target resolution and platform constraints
- sprite categories (characters, environment, UI, VFX, collectibles)
- atlas packing strategy (per-category, per-scene, global)
Process
- define sprite categories, naming convention, and folder structure
- set resolution, pixel density, and import settings per category
- establish sprite sheet layout rules (grid size, padding, pivot points)
- configure atlas packing groups and max atlas size per platform
- validate that sprites match the art bible and meet runtime budgets
Outputs
- sprite naming and folder convention document
- import settings template per sprite category
- atlas packing configuration
- validation checklist for new sprite submissions
Quality Bar
- every sprite follows the naming convention and lives in the correct folder
- import settings are applied consistently — no manual per-asset overrides
- atlas packing does not exceed platform memory budget
- pivot points and slice boundaries are correct for gameplay use
Common Failure Modes
- inconsistent naming that breaks asset lookup at runtime
- oversized sprites that waste atlas space or exceed texture memory
- missing padding between atlas entries causing bleed artifacts
- pivot points that cause visual offset during gameplay
Related Agents
- 2d-artist
- technical-artist
- performance-reviewer
Related Commands
- art-2d-pass
- unity-placeholders
- perf-budget
Related Skills
- generated-raster-asset-pipeline
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
- If sprite assets are generated with an image model, pair this skill with
generated-raster-asset-pipeline so transparency, crop cleanliness, display size, and body-size expectations are validated before acceptance.