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Add Assets

Organization
PlayableIntelligence
add-assets

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).

Overview

PublisherPlayableIntelligence
Repositorygame-creator
Skill nameadd-assets
Stars
331
Forks
41
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 PlayableIntelligence on GitHub. Read the source before you install it.

Installation

Install the Add Assets 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/PlayableIntelligence/game-creator.git /tmp/game-creator
mkdir -p .claude/skills
cp -r /tmp/game-creator/skills/add-assets .claude/skills/add-assets
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Add Assets 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 Add Assets 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 Add Assets 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.

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:

EntityArchetypeGridFramesDescription
Player (personality)Personality32x481-4Caricature of [name], scale 4
Player (generic)Humanoid16x164...
Enemy XFlying16x162...
PickupItem8x81...

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)
  4. 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())
  5. 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.

Frequently asked questions

What does the Add Assets AI skill do?

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).

Why use Add Assets on TypingMind?

Because you install it once and use it with any model. Add Assets 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 Add Assets in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/PlayableIntelligence/game-creator/tree/main/skills/add-assets. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Add Assets?

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 Add Assets?

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

Is the Add Assets AI skill free?

Yes. It is published on GitHub by PlayableIntelligence 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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