playableintelligence/game-creator

add-assets

Replace geometric shapes with pixel art sprites — recognizable characters, enemies, and items with optional animation.

Hot #3383 First seen Feb 21, 2026

Installation

$ npx skills add playableintelligence/game-creator --skill add-assets

Summary

  • Replace geometric shapes with pixel art sprites — recognizable characters, enemies, and items with optional animation.
  • Use when the user says "add sprites", "replace the shapes with real art", "add pixel art", "make the characters look real", or "add game assets".
  • For 3D games, use add-3d-assets instead.
  • Do NOT use for 3D models (use add-3d-assets) or gameplay changes (use add-feature).

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 327
License MIT
Default branch main
Open issues 4
Status Active

Skill metadata

Parsed from SKILL.md frontmatter.

Version1.3.0
LicenseMIT
More metadata
author
OpusGameLabs
version
1.3.0
tags
["game","assets","sprites","pixel-art","characters","2d"]

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 5,391 B
  • docs SUMMARY.md 409 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 842 installs

SKILL.md

Performance Notes

  • Take your time to do this thoroughly
  • Quality is more important than speed
  • Do not skip validation steps

Add Assets

Replace basic geometric shapes (circles, rectangles) with pixel art sprites for all game entities. Every character, enemy, item, and projectile gets a recognizable visual identity — all generated as code, no external image files needed.

Instructions

Analyze the game at $ARGUMENTS (or the current directory if no path given).

First, load the game-assets skill to get the full pixel art system, archetypes, and integration patterns.

Step 1: Audit

  • Read package.json to identify the engine (Phaser or Three.js — this skill is Phaser-focused)
  • Read src/core/Constants.js to understand entity types, colors, and sizes
  • Read all entity files (src/entities/*.js) and find every generateTexture(), fillCircle(), fillRect(), or fillEllipse() call that creates an entity sprite
  • Read scene files to check for inline shape drawing used as game entities
  • List every entity that currently uses geometric shapes

Step 2: Plan

Present a table of sprites to create:

Entity Archetype Grid Frames Description
Player (personality) Personality 32x48 1-4 Caricature of [name], scale 4
Player (generic) Humanoid 16x16 4 ...
Enemy X Flying 16x16 2 ...
Pickup Item 8x8 1 ...

If the game features a real person or named personality, default to the Personality archetype for the player character. This uses a 32x48 grid at scale 4 (128x192px rendered, ~35% of canvas height) — large enough to recognize the personality at a glance.

Choose the palette that best matches the game's existing color scheme:

  • DARK — gothic, horror, dark fantasy
  • BRIGHT — arcade, platformer, casual
  • RETRO — NES-style, muted tones

Grid sizes range from 8x8 (tiny pickups) through 16x16 (standard entities) to 32x48 (personality characters). Named characters always use the Personality archetype to ensure the meme hook — recognizing the person — lands immediately.

Step 3: Implement

  1. Create src/core/PixelRenderer.js — the renderPixelArt() and renderSpriteSheet() utility functions
  2. Create src/sprites/palette.js — the shared color palette
  3. Create sprite data files in src/sprites/:

- player.js — player idle + walk frames - enemies.js — all enemy type sprites and frames - items.js — pickups, gems, hearts, etc. - projectiles.js — bullets, fireballs, bolts (if applicable)

  1. Update each entity constructor:

- Replace fillCircle() / generateTexture() with renderPixelArt() or renderSpriteSheet() - Add Phaser animations for entities with multiple frames - Adjust physics body dimensions if sprite size changed (setCircle() or setSize())

  1. For static items (gems, pickups), add a bob tween if not already present

Step 4: Verify

  • Run npm run build to confirm no errors
  • Check that collision detection still works (physics bodies may need size adjustments)
  • List all files created and modified
  • Remind the user to run the game and check visuals
  • Suggest running /game-creator:qa-game to update visual regression snapshots since all entities look different now

Example Usage

Standard game

/add-assets examples/asteroid-dodge

Result: Audits all entities using geometric shapes → creates src/sprites/ with player, asteroids, and gem pixel art → replaces fillCircle()/fillRect() with renderPixelArt() → collision bounds adjusted.

Personality game (from tweet)

/add-assets examples/nick-land-dodger

Result: Detects named personality → uses 32x48 Personality archetype at scale 4 → recognizable caricature as player character → enemies and items get themed pixel art.

Troubleshooting

Sprites appear but are wrong size

Cause: Pixel art dimensions don't match original hitbox. Fix: Keep sprite dimensions close to the original fillRect/fillCircle size. Adjust collision bounds if needed.

Sprites don't appear

Cause: Canvas texture not created before first render frame. Fix: Generate textures in scene preload() or create(), not in update().

Next Step

Tell the user:

Your game entities now have pixel art sprites instead of geometric shapes! Each character, enemy, and item has a distinct visual identity.

Files created:
- src/core/PixelRenderer.js — rendering engine
- src/sprites/palette.js — shared color palette
- src/sprites/player.js, enemies.js, items.js — sprite data

Run the game to see the new visuals. If you have Playwright tests, run /game-creator:qa-game to update the visual regression snapshots.