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Sprite Pipeline

Community
MRCalderon3D
sprite-pipeline

Define import, slicing, atlas packing, and naming rules for 2D sprite assets.

Overview

PublisherMRCalderon3D
Repositoryeverything-game-dev-code
Skill namesprite-pipeline
Stars
85
Forks
13
Bundled files
Instructions only
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.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by MRCalderon3D on GitHub. Read the source before you install it.

Installation

Install the Sprite Pipeline 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.
  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/MRCalderon3D/everything-game-dev-code.git /tmp/everything-game-dev-code
mkdir -p .claude/skills
cp -r /tmp/everything-game-dev-code/skills/art-audio-content/sprite-pipeline .claude/skills/sprite-pipeline
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Sprite Pipeline 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 Sprite Pipeline 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 Sprite Pipeline 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.

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

  1. define sprite categories, naming convention, and folder structure
  2. set resolution, pixel density, and import settings per category
  3. establish sprite sheet layout rules (grid size, padding, pivot points)
  4. configure atlas packing groups and max atlas size per platform
  5. 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.

Frequently asked questions

What does the Sprite Pipeline AI skill do?

Define import, slicing, atlas packing, and naming rules for 2D sprite assets.

Why use Sprite Pipeline on TypingMind?

Because you install it once and use it with any model. Sprite Pipeline 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 Sprite Pipeline in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/MRCalderon3D/everything-game-dev-code/tree/main/skills/art-audio-content/sprite-pipeline. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Sprite Pipeline?

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 Sprite Pipeline?

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

Is the Sprite Pipeline AI skill free?

Yes. It is published on GitHub by MRCalderon3D 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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