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Ui Asset Pipeline

Community
MRCalderon3D
ui-asset-pipeline

Define import, 9-slice, atlas packing, theming, and naming rules for UI visual assets (buttons, panels, icons, bars).

Overview

PublisherMRCalderon3D
Repositoryeverything-game-dev-code
Skill nameui-asset-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 Ui Asset 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/ui-asset-pipeline .claude/skills/ui-asset-pipeline
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ui Asset 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 Ui Asset 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 Ui Asset 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.

UI Asset Pipeline

Purpose

Define import, 9-slice configuration, atlas packing, theming, and naming rules for UI visual assets so they scale correctly across resolutions, remain consistent with the visual theme, and are replaceable without code changes.

Use When

  • the project needs UI visual assets (buttons, panels, icons, progress bars, backgrounds)
  • placeholder UI rectangles are being replaced with styled assets
  • a UI theme or skin system needs standardization
  • new UI screens are being added and need visual assets that follow project conventions

Inputs

  • art bible or UI style guide (palette, typography, spacing, border radius)
  • target resolutions and aspect ratios
  • UI element inventory (buttons, panels, icons, bars, dividers, tooltips)
  • 9-slice requirements per element type
  • atlas packing strategy (single UI atlas vs per-screen)

Process

  1. define UI asset categories, naming convention, and folder structure
  2. set resolution, format, and import settings per category (sprites vs raw textures)
  3. establish 9-slice borders for scalable elements (buttons, panels, dialogs)
  4. configure UI atlas packing groups and max atlas size
  5. define theme structure (base palette, variant overrides, font pairing)
  6. validate that all UI assets render correctly at min and max supported resolutions

Outputs

  • UI asset naming and folder convention document
  • import settings template per UI asset category
  • 9-slice border specification per scalable element
  • UI atlas packing configuration
  • theme definition (palette, fonts, spacing, variants)
  • validation checklist for new UI asset submissions

Quality Bar

  • every UI asset follows the naming convention and lives in the correct folder
  • 9-slice borders are correct — no stretching artifacts at any supported resolution
  • UI atlas does not exceed platform texture memory budget
  • theme is applied consistently — no one-off color or font overrides in individual screens
  • all UI elements are legible at the smallest supported resolution

Common Failure Modes

  • 9-slice borders set incorrectly, causing visual distortion on resize
  • inconsistent padding or margin between UI elements across screens
  • UI atlas too large because high-res assets were used where 9-slice would suffice
  • theme colors hardcoded per element instead of referenced from a central palette
  • icons rendered at wrong resolution, appearing blurry or oversized

Related Agents

  • 2d-artist
  • ui-ux-designer
  • ui-programmer

Related Commands

  • ui-asset-pass
  • ui-flow-review
  • 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.
  • UI assets can be generated programmatically via the engine's editor-scripting or pixel-buffer APIs — this skill's conventions apply equally to hand-drawn and code-generated assets. The concrete API belongs to the active engine layer.
  • If UI skins or icons are generated with an image model, pair this skill with generated-raster-asset-pipeline so transparency, crop cleanliness, 9-slice readiness, and declared display-size expectations are validated before acceptance.

Frequently asked questions

What does the Ui Asset Pipeline AI skill do?

Define import, 9-slice, atlas packing, theming, and naming rules for UI visual assets (buttons, panels, icons, bars).

Why use Ui Asset Pipeline on TypingMind?

Because you install it once and use it with any model. Ui Asset 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 Ui Asset 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/ui-asset-pipeline. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Ui Asset 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 Ui Asset Pipeline?

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

Is the Ui Asset 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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