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hiapi-game-assets

Make a complete, consistent game asset pack from one game idea through one HiAPI key — key art, character sprites and poses with transparent backgrounds, enemies, items, tilesets and UI icon sheets cut into game-ready PNGs, parallax backgrounds, title logo, background music, narrator voice lines and a trailer — then wire them into a playable prototype. Use for game jams, indie prototypes, pitch decks, modding, "make assets for my game", sprites, tilesets, game music or a game trailer.

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HiAPIAI/hiapi-game-asset-studio-skill
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2026년 10월 6일 03:23
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hiapi-game-assets: build a game asset pack from one idea

Use one game brief and a shared plan to generate coordinated sprites, tiles, interface art, backgrounds and audio through HiAPI. The workflow also slices asset sheets and connects the pack to a small playable prototype.

Examples

HiAPI’s Tidekeeper example uses a lighthouse-keeper cat brief. The author reports 14 assets, including character poses, tiles, icons, parallax backgrounds, music, a voice line and a trailer, for $2.34. That is the author’s example cost, rather than a quote for a new pack.

Prerequisites

Prepare the genre and camera, hero, setting, enemies or items, and visual style. The scripts use Node; sheet slicing uses Python dependencies. A HiAPI key is required for generation.

How to use

Write the game brief into plan.json, with key art as the visual anchor and subsequent assets referring to it. Before generation, the source requires reviewing the estimate:

node scripts/run-plan.mjs plan.json --out=assets --dry-run

After the cost is approved, run the plan, review the assets, slice sheets and open the prototype before handing over the files.

Limitations

Generation is paid; the source requires an estimate before the first run and disclosure of further paid retries. Asset reuse is subject to HiAPI and provider terms. The workflow delivers files and a prototype; publishing the game remains with the user.

설치 방법

기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.

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SKILL.md
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hiapi-game-assets
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Make a complete, consistent game asset pack from one game idea through one HiAPI key — key art, character sprites and poses with transparent backgrounds, enemies, items, tilesets and UI icon sheets cut into game-ready PNGs, parallax backgrounds, title logo, background music, narrator voice lines and a trailer — then wire them into a playable prototype. Use for game jams, indie prototypes, pitch decks, modding, "make assets for my game", sprites, tilesets, game music or a game trailer.
# HiAPI Game Asset Studio One game idea → one `plan.json` → every asset, all in one art style, made through HiAPI: | asset | HiAPI model | notes | |---|---|---| | key art, sprites, tiles, icons, backgrounds, logo | `gpt-image-2.5-sunburst` (text-to-image / image-to-image) | `ref` keeps characters on model; `background: transparent` for sprites | | background cut-out | `851-labs/background-remover` | for images that came back with a background | | music | `minimax-music-2.6` | `instrumental: true` for loops | | voice lines | `qwen-audio-3.0-tts-plus` | `instruction` sets the delivery | | trailer | `seedance-2.0-fast` | animates a generated image (`from`) | `HIAPI_API_KEY` comes from the environment (or `.env` here). Never print or write it. ## Hard gates - **Cost first.** Always run `--dry-run` and tell the user the estimate before the first paid run. A typical pack is $1–3; the trailer is the largest item (seconds × price). Never loop paid calls to "try again" without saying so. - **Original work only.** No existing game characters, logos, or a living artist's name in prompts. "In the style of a modern indie platformer" is fine; "Nintendo's Mario" is not. - **No publishing.** Hand over files; the user ships. ## Workflow ### 1. The game in five lines Agree with the user: genre and camera (side-scroller, top-down, isometric…), the hero, the world, the enemies/items, and the art style in one sentence (pixel art 16-bit, hand-painted, low-poly…). Write it as `game` and `style` in the plan. ### 2. Write `plan.json` (see `references/plan.md`) - **Anchor first:** the first image is the key art (16:9). Every character, enemy and background then uses `"ref": ["key_art"]`, and every extra pose of a character uses `"ref": ["<that character>"]`. This is what keeps the pack consistent — skip it and every sprite comes out a different design. - Sprites: `"background": "transparent"`, 1:1, "full body, centred, side view facing right". - Sheets (tiles, icons, items): one image, "evenly spaced on a plain dark background", then slice it (step 4). - Backgrounds: separate far and near layers for parallax; keep the bottom quarter empty for gameplay. - Text only where it belongs (the title logo): quote the exact words. ### 3. Run it ```bash node scripts/run-plan.mjs plan.json --out=assets --dry-run # free: order, models, estimated cost node scripts/run-plan.mjs plan.json --out=assets # makes everything; resumable node scripts/run-plan.mjs plan.json --out=assets --redo=hero # remake one asset (and keep the rest) ``` Assets in `assets/manifest.json` are skipped on the next run, so editing one prompt and re-running costs one asset. Look at every image before moving on; redo what is off-model, has stray text, or a wrong background. ### 4. Make them game-ready ```bash uv run --with pillow --with numpy --with scipy python scripts/slice.py assets/tiles.png assets/tiles/ uv run --with pillow --with numpy --with scipy python scripts/slice.py assets/title.png assets/title_cut/ --min=200 node scripts/gallery.mjs assets --title="My game" # review page: every image, sound and the trailer ``` `slice.py` removes the plain background (only where it touches the border, so dark pixels inside a tile stay) and writes one transparent PNG per piece plus `index.json`. Check the slices: a piece split in two means the gap was too wide (re-slice with a larger `--min`, or regenerate the sheet with more spacing). ### 5. Prove it plays Wire the pack into a small playable prototype (one HTML file with a canvas is enough: parallax layers, the hero with its poses, a few enemies and pickups, HUD icons, the title, the music). `examples/tidekeeper/play.html` is a complete ~120-line example; `record.mjs` there renders it headless into a gameplay clip. Open it and play it before handing over. ### 6. Hand over The asset folder (with `gallery.html`), the prototype, the real cost from `manifest.json`, and anything that needed a redo. Generated output links expire after about 7 days; the files are already downloaded.
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