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Pixel Art Studio

Community
Gamezxz
pixel-art-studio

Claude IS the pixel artist — designs and places every pixel directly via Python/Pillow (scripts/pixelstudio.py). No Aseprite, no MCP server. Creates sprites, characters, items, tiles/tilesets, animations (idle/walk/run/attack), applies limited palettes, hue-shifted ramps, dithering, shading, selective outlines, and exports PNG / animated GIF / spritesheet+JSON for game engines. Can also STUDY a pixel-art file the user provides and grow its knowledge base. PREFER THIS SKILL over pixel-art-creator / pixel-art-animator / pixel-art-professional / pixel-art-exporter (those require the aseprite MCP) unless the user explicitly asks for Aseprite. Trigger on pixel art, sprite, sprite sheet, 8-bit, 16-bit, retro game art, tileset, pixel animation, GIF sprite, วาด pixel art, สร้าง sprite, ทำ pixel art, พิกเซล, ตัวละครเกม, ไอคอนเกม, เรียนรู้จากไฟล์ pixel art.

Overview

PublisherGamezxz
Repositorypixel-art-studio
Skill namepixel-art-studio
Stars
101
Forks
11
Bundled files
120
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 120 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by Gamezxz on GitHub. Read the source before you install it.

Installation

Install the Pixel Art Studio AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/Gamezxz/pixel-art-studio/tree/main
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/Gamezxz/pixel-art-studio.git \
  .claude/skills/pixel-art-studio
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Pixel Art Studio in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Pixel Art Studio on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Pixel Art Studio is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Pixel Art Studio

Self-contained studio: you author a build script that draws every pixel with scripts/pixelstudio.py (Pillow only), render a preview, look at it with your own eyes, critique, fix, repeat. That see→critique→fix loop is the entire quality engine — never skip it. You are the artist; the library is just your hand.

Requirement: python3 -c "import PIL" — if missing, pip3 install --user pillow.

The Loop

  1. Brief — decide canvas size, palette (with a hard color budget), style, outline rule, light direction. Consult references/patterns.md + references/palettes.md, and check references/learned/INDEX.md for a studied style that matches.

  2. Build script — create pixel-art/<slug>/build.py in the working directory. The script is the artwork's source of truth: it regenerates everything on each run. Parametrize shapes (positions, squash, frame offsets) instead of hardcoding every pixel twice — animation frames become function calls.

    python
    import sys; sys.path.insert(0, "/Users/game/Projects/.claude/skills/pixel-art-studio/scripts")
    from pixelstudio import Sprite, PALETTES, ramp, mix
    
    BODY = ramp("#38b764", 5)            # hue-shifted 5-step ramp from a base color
    s = Sprite(32, 32, palette=BODY + ["#1a1c2c", "#f4f4f4"])
    
    def draw_slime(squash=0):            # parametric → reuse for every frame
        s.ellipse(6, 12 + squash, 25, 27, BODY[0])          # darkest first
        s.ellipse(6, 11 + squash, 24, 26, BODY[2], only="opaque")  # restack lighter, shifted to light
        s.outline(BODY[0], where="inside")                  # selout
    draw_slime()
    
    s.preview("preview.png", scale=10)   # LOOK at this file
    s.stats()                            # and read these numbers
  3. Run — cd pixel-art/<slug> && python3 build.py

  4. LOOK — Read preview.png (plus s.save_silhouette() / s.zoom() when unsure). Critique against the checklist in references/validations.md, point by point, honestly.

  5. Fix — edit build.py, rerun. Minimum 2–3 loop passes before showing the user.

  6. Deliver — export master PNG at 1x and a display scale (4–8x), GIF/spritesheet if animated, then open the output files (user preference).

Work at true pixel size always; scale is an export-time concern and integer only.

API — scripts/pixelstudio.py

Colors everywhere: "#hex" | (r,g,b[,a]) | palette index (int) | None = erase. Most ops accept only= to clip: a color (paint only over that color), "opaque", "empty" — this is the masking system; the shifted-shape shading recipe in references/techniques.md builds on it.

AreaCalls
CanvasSprite(w, h, palette=None, snap=True) · s.layer(name) · s.frame(i) · s.use(frame=, layer=)
Drawpx line rect(fill=) circle(cx,cy,r,fill=) (pixel-perfect) ellipse polygon contour fill(x,y) clear get(x,y) paste_png
Pixel-art opsoutline(c, where="outside"/"inside") · mirror_x mirror_y · shift(dx,dy,wrap=) · replace(old,new) · dither(box,c1,c2,mix,pattern) · gradient_dither(box,colors) · noise(box,c,density,seed)
Colorramp(base, steps, hue_shift) · mix(c1,c2,t) · PALETTES · s.set_palette(p, remap=) · s.to_palette(p, dither=) · s.quantize(n)
Cleanup (gen/messy art)s.harden_alpha(threshold, steps) · s.despeckle(min_cluster) · s.dedupe_colors(tol) · s.dehalo() · s.clean(palette=, max_colors=, ...) · s.before_after(path)
Animations.add_frame(copy=True) · s.set_duration(ms, frames) · s.tag(name, from, to, direction) · s.copy_cel(layer, from_frame, to_frames, link=) · s.del_frame
Inspects.preview(path, scale, grid=, labels=) · s.zoom(path, x0,y0,x1,y1) · s.save_silhouette(path) · s.stats() · s.save_swatch(path) · s.used_colors()
Exports.save_png(path, frame, scale, bg) · s.save_gif(path, scale, tag, bg) · s.save_spritesheet(path, layout, scale, padding) (+engine JSON) · s.save_project / Sprite.load_project / Sprite.from_png(path, scale="auto", strip_bg=)

Knowledge routing

TaskRead
Any new artwork (sizes, chibi/heroic/tall-tactical proportions, silhouette-first order, tiles)references/patterns.md
Color ramps, shading, dithering, AA, outlines, texturesreferences/techniques.md
Animation (frame counts, timing, puppeting, oversized attack cells, stable pivots)references/animation.md
Humanoid characters (2 arms + 2 legs) — full movement set (walk/slash/thrust/spellcast/shoot/hurt)references/lpc.md + scripts/lpc.py — assemble frames onto the LPC universal sheet (engine-ready layout)
Palette choice, budgets, presets, learned palettesreferences/palettes.md
Export formats, engines (Unity/Godot/Phaser)references/export.md
Cleaning AI-generated / messy art, palette-locking, the hybrid pipelinereferences/cleanup.md
Known failure modes — read before finalizingreferences/sharp_edges.md
Per-iteration critique checklistreferences/validations.md
Studied styles from user-provided artreferences/learned/INDEX.md

Learning from user-provided art

When the user sends a pixel-art file to learn from (เรียนรู้/ศึกษาไฟล์นี้):

Persistence rule: learning changes the skill project itself. Resolve <skill> to the directory containing this SKILL.md and write durable knowledge only inside that directory. The caller's working directory, ./pixel-art/, clipboard paths, and <file>_study/ are source or temporary analysis locations; they are not the knowledge base. Never leave a completed study only in those locations.

  1. python3 <skill>/scripts/study.py <file> [--save-palette <name>] → emits <file>_study/ with zoom.png, swatch.png, silhouette.png, report.json.
  2. Read zoom.png and swatch.png — the report gives numbers (true size, palette, ramps, dither %, outline darkness); your eyes extract the techniques: cluster shapes, AA placement, where dither sits, how ramps map onto forms, outline behavior on the light side.
  3. Write a study card <skill>/references/learned/NNN-<slug>.md from <skill>/references/learned/TEMPLATE.md — record pixel-level observations and imperative rules, not vibes.
  4. Add one line to <skill>/references/learned/INDEX.md in the same change.
  5. If the lesson generalizes beyond one visual style (animation, export, validation, cleanup, etc.), also update the relevant <skill>/references/*.md rule file and Knowledge routing.
  6. --save-palette <name> makes the palette available forever as Sprite(palette="<name>"); verify that the saved palette data is also under <skill>, not beside the input file.
  7. Before finishing, verify every newly learned durable file resolves under <skill>.

When later creating art in a studied style: open the matching card and follow its rules.

Hybrid pipeline — from generated/messy art (the "B" path)

When the user wants pixel art from an image model (codex-imagegen, SD+LoRA, FLUX, PixelLab export, a screenshot, or any messy PNG), this skill is the deterministic cleanup + lock + animate layer. Use references/cleanup.md for the full playbook. One command does the whole import→clean:

bash
python3 <skill>/scripts/pixelpipe.py <gen.png> --strip-checker --max-colors 24 --display 6
# lock to a shared game palette for cross-asset consistency:
python3 <skill>/scripts/pixelpipe.py <gen.png> --palette my_game
# learn the style while cleaning:
python3 <skill>/scripts/pixelpipe.py <gen.png> --strip-checker --study knight_style

It recovers the true grid (block-sampling for sloppy upscales), strips baked-in checkerboards, hardens alpha, despeckles, dedupes colors, locks the palette, and emits clean.png + a regenerable build.py you keep editing. After cleaning, switch back to the normal Loop (edit/animate/palette-swap deterministically) — that's where the skill beats the generator.

Conventions

  • Artworks live in ./pixel-art/<slug>/ (build.py + all outputs together).
  • Never hand-edit exported PNGs — edit build.py and rerun.
  • Randomness only via noise(seed=) — renders must be deterministic.
  • Deliverables get opened when done; report includes the 1x master path.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

and 60 more files.

Frequently asked questions

What does the Pixel Art Studio AI skill do?

Claude IS the pixel artist — designs and places every pixel directly via Python/Pillow (scripts/pixelstudio.py). No Aseprite, no MCP server. Creates sprites, characters, items, tiles/tilesets, animations (idle/walk/run/attack), applies limited palettes, hue-shifted ramps, dithering, shading, selective outlines, and exports PNG / animated GIF / spritesheet+JSON for game engines. Can also STUDY a pixel-art file the user provides and grow its knowledge base. PREFER THIS SKILL over pixel-art-creator / pixel-art-animator / pixel-art-professional / pixel-art-exporter (those require the aseprite M...

Why use Pixel Art Studio on TypingMind?

Because you install it once and use it with any model. Pixel Art Studio is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Pixel Art Studio in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Gamezxz/pixel-art-studio/tree/main. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Pixel Art Studio?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Pixel Art Studio?

As many as you like. As long as a model supports skills, you can use Pixel Art Studio with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Pixel Art Studio AI skill free?

Yes. It is published on GitHub by Gamezxz under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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