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sprite-pipeline
Define import, slicing, atlas packing, and naming rules for 2D sprite assets.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Define import, slicing, atlas packing, and naming rules for 2D sprite assets.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Generate real game assets (images, skyboxes, 3D models, SFX, music, voice, video) from text prompts through the provider registry, with provenance and acceptance gates.
Define creation, naming, and replacement rules for placeholder assets so the game is testable before final art exists.
Compose Godot 3D scenes with sound Node3D structure, cameras, physics bodies, environment ownership, and 3D performance patterns.
Define authoring, export, root motion, and retargeting rules for skeletal 3D animation clips.
Define export, scale, pivot, and naming rules for 3D assets so every model imports correctly without per-asset fixes.
Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.
| 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 |
Define import, slicing, atlas packing, and naming rules for 2D sprite assets so they are consistent, performant, and replaceable across the project.
generated-raster-asset-pipeline so transparency, crop cleanliness, display size, and body-size expectations are validated before acceptance.