Pixel Art logo

Pixel Art

Organization
SummerEngine
pixel-art

Generate pixel-art sprites, items, tiles and portraits at a set resolution with a limited palette.

Overview

PublisherSummerEngine
Repositorysummer
Skill namepixel-art
Stars
91
Forks
8
Bundled files
1
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.

  • 1 bundled files

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

  • Open source

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

Installation

Install the Pixel Art 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/SummerEngine/summer/tree/main/library/skills/pixel-art
  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/SummerEngine/summer.git /tmp/summer
mkdir -p .claude/skills
cp -r /tmp/summer/library/skills/pixel-art .claude/skills/pixel-art
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Pixel Art 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 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 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 — Pixel-Perfect Sprites and Tiles

This skill generates pixel-art sprites, items, tiles, icons and portraits at a target resolution (32×32, 64×64, 128×128). Pixel art has hard constraints (grid alignment, limited palette, no anti-aliased edges) that diffusion models break by default. The prompt patterns and post-processing below make the output read as pixel art instead of a blurry small image.

Backing operation: assets.generate_image with an explicit pixel-art prompt.

Two things about that operation you have to know before writing a call:

  • There is no "pixel" style preset. style accepts exactly realistic, cartoon, anime, none; anything else is coerced to none. Only cartoon and anime do anything at all (they append a short suffix); realistic and none append nothing. So style: "pixel" is identical to style: "none" — the pixel look has to come entirely from the prompt. Use style: "none".
  • There is no options object and no negative prompt. Shape is aspectRatio (1:1 default, right for sprites and tiles), a minimum size is width + height, and seed repeats a look on Nano Banana models. Exclusions go in the prompt text. The model renders far above the pixel grid either way; the target resolution comes from the downscale below.

Pixel-perfect output is enforced in Summer Engine with Nearest texture filtering and by downscaling to the target resolution after generation.

When to use

  • "Generate a 32×32 sword icon for the inventory."
  • "I need a pixel-art portrait of the merchant for the dialogue UI."
  • "Make a 64×64 enemy sprite — a slime monster."
  • "Generate a tileset for a grass / dirt / stone biome at 16×16 per tile."
  • The game has a pixel-art aesthetic and the user wants assets in-style.

When NOT to use

  • The user wants a high-resolution painterly portrait → character-portrait.
  • The user wants animated frames (walk cycle, attack) → sprite-sheet (pixel art is harder for sprite sheets — read that skill's caveats).
  • The user wants a tileable seamless texture (not pixel art) → tileable-texture.
  • The game is 3D / non-pixel — verify the user actually wants pixel before generating.

Steps

1. Lock the resolution and palette

Ask the user (or read .summer/GameSoul.md):

  • Resolution per asset: 16×16, 32×32, 64×64, 128×128 are standard. Sprites usually 32 or 64; portraits 64 or 128; icons 16 or 32.
  • Palette: named retro palette (NES 56-color, Game Boy 4-color green, PICO-8 16-color, Sweetie-16) OR custom hex list OR "no palette restriction."
  • Outline: hard black outline, colored outline, or no outline?

Write to .summer/pixel-anchor.md so the rest of the cast/tileset stays consistent:

## Pixel anchor

base resolution: 32x32 per sprite
palette: PICO-8 16-color
outline: hard 1px dark outline (NOT pure black — use the palette's darkest color)
shading: 3-tone (light, mid, shadow), no gradients, no AA

2. Search for existing assets

assets.search({ query: "<subject> pixel", assetType: "2d_image", scope: "all" })

3. Build the prompt

Pattern:

pixel art <subject>, <resolution>, <palette>, <outline rule>, <shading rule>, no anti-aliasing, no blur, sharp pixel edges, transparent background

The model can't actually generate at 32×32 — it generates at 1024×1024 with pixel-art style. You then downscale to the target resolution post-import for crisp pixels.

4. Generate

assets.generate_image({
  prompt: "pixel art slime monster, 32x32 sprite, PICO-8 palette, hard 1px outline in palette's darkest color, 3-tone shading, no anti-aliasing, no blur, sharp pixel edges, front-facing. Not blurry, no smooth gradients, no soft edges, not photorealistic, no 3D render.",
  model: "nano-banana-2",
  style: "none",
  removeBackground: true
})

Two deliberate choices there:

  • The negations live in the prompt. There is no negative_prompt argument. Diffusion models honor in-prompt negations less reliably than a real negative-prompt field, so state them as plain sentences at the end and expect to regenerate more often than you would on a provider UI that exposes the field.
  • removeBackground: true is its own argument. It runs a background-removal pass after generation and returns a PNG with true alpha. Prefer it over asking for "transparent background" in the prompt, which makes models paint a literal checkerboard.

5. Downscale to target resolution

The generated image is 1024×1024 pixel-style. To get true crisp pixels at 32×32:

  • Import to the engine, then in the import dock set Filter: Nearest (no smoothing).
  • For a true 32×32 atlas/icon, downscale in an external editor (Aseprite, GIMP "nearest neighbor") to 32×32 before importing. Aseprite's "Sprite > Sprite Size" with Nearest gives the cleanest result.
  • In Summer Engine, set Project Settings → Rendering → Textures → Default Texture Filter: Nearest if the entire game is pixel art. This disables bilinear smoothing project-wide.

6. Import and wire

summer_import_from_url(url="<fileUrl>", path="res://sprites/slime.png")

For a Sprite2D:

summer_set_prop(
  scenePath="res://main.tscn",
  path="./Slime/Sprite2D",
  key="texture",
  value="res://sprites/slime.png"
)

texture is a property on the node, so it is summer_set_prop. summer_set_resource_property is for reaching inside a resource the node already holds (mesh size, material albedo) and needs all five of scenePath, nodePath, resourceProperty, subProperty, value — there is no two-argument form.

Confirm Filter: Nearest is set in the import dock OR project-wide.

Prompt patterns

GoalPrompt that worksWhy
Item icon (32×32)pixel art iron sword icon, 32x32, NES palette, hard outline, 3-tone shading, no AA, sharp edges, transparent background, three-quarter viewThree-quarter view reads better than pure side at 32px
Character sprite (64×64)pixel art knight character sprite, 64x64, PICO-8 palette, hard 1px outline, 3-tone shading, front-facing idle pose, no AA, sharp edges, transparent backgroundSpecifying "idle pose" prevents action poses that don't tile into a sheet
Pixel portrait (128×128)pixel art portrait of a young witch, 128x128, custom muted fantasy palette, hard outline, 4-tone shading, bust framing, looking forward, no AA, no blur, transparent backgroundHigher resolution allows 4-tone shading; 32px is too small for that
Tileset (16×16/tile)pixel art top-down tileset, grass-to-dirt transition, 16x16 per tile, 3x3 grid layout, NES palette, hard outline between tiles, 3-tone shading, no AA, sharp edgesTilesets render best in a labeled grid layout
Background object (64×64)pixel art mossy boulder, 64x64, fantasy palette, hard outline, 3-tone shading, no AA, transparent background, three-quarter viewBackground props benefit from three-quarter for depth
GB-style asset (Game Boy)pixel art skeleton enemy, 32x32, Game Boy 4-color green palette (#0f380f, #306230, #8bac0f, #9bbc0f), hard 1px outline, 2-tone shading, no AANaming the 4 hex codes locks the palette

Bad prompts (and why)

BadFailure mode
8-bit sword"8-bit" is interpreted loosely. Returns a smooth render of a sword with vague pixel feel. Specify resolution + palette + "no AA" explicitly.
pixel art knight, photorealisticConflicting directives. Model averages and gives you neither.
pixel art at 32x32 with no negationsModel adds soft edges and gradient shading. Always spell out "no anti-aliasing, no blur, no smooth gradients" in the prompt itself — there is no negative-prompt argument to fall back on.
pixel sprite walk cycleWalk cycles need consistent frames — single-prompt sprite sheets fail. Route to sprite-sheet.
cute pixel art"Cute" without subject is undefined. Specify what.

Anti-patterns

  • Skipping the downscale. The model returns a 1024×1024 pixel-style image. If you import that as a 1024 texture, the "pixels" are actually 32-pixel blocks of soft color. Downscale to true target resolution OR set Filter: Nearest so the up-rendering doesn't smooth.
  • No Filter: Nearest. The default texture filtering is bilinear. Set Nearest on import or project-wide for pixel art.
  • Reaching for negative_prompt or image_size. Neither exists on assets.generate_image, and a field it does not list does nothing, so the call looks like it worked and the output is off-style. Negations go in the prompt text; shape is aspectRatio, a minimum size width + height.
  • Inconsistent palette across the cast. Pick a named palette (PICO-8, NES, custom hex list) and re-use across every asset in the project. Different palettes = the project doesn't read as one game.
  • Generating walk-cycle frames as one image. Sprite sheets via single-prompt are unreliable. Route to sprite-sheet.

Edge cases

  • User wants animated pixel sprites. Generate base sprite here, then per-frame variants via img2img with the base as referenceImageUrl. For more than 2-3 frames, route to sprite-sheet (and read its caveats).
  • User wants the entire game in pixel art. Set Project Settings → Rendering → Textures → Default Texture Filter: Nearest once. Saves you from re-setting it on every import.
  • User wants a high-res "pixel art" portrait that's not actually pixelated (faux-pixel-aesthetic at full resolution). That's character-portrait with a "pixel art aesthetic" prompt — not this skill.
  • User specifies a palette like "Sweetie-16" or "Endesga-32" and the model ignores it. Name the hex codes explicitly. Palette names alone are unreliable below the top 5-10 famous ones.
  • Tilesets need to tile cleanly. Pixel-art tile-edge cleanliness from raw generation is poor. Generate the tile grid, then fix edge seams by hand in Aseprite.

Without Summer Engine

In a session without Summer Engine tools (the assets profile; the summer-assets skill has the whole loop), do steps 1-5 and skip step 6 (import and wiring). In step 5, downscale with nearest-neighbour in an image editor; the engine settings there do not apply. Pass out with the person's folder so the PNG lands there (the summer-assets skill says how), and tell them to turn texture filtering off in their engine.

Fallback (no MCP)

Print the call:

assets.generate_image({
  prompt: "<pixel art prompt with full anchor>. Not blurry, no smooth gradients, no anti-aliasing.",
  model: "nano-banana-2",
  style: "none",
  removeBackground: true
})

The Summer dashboard also exposes a negative-prompt control — if the user is running it there, tell them to set square + a real negative prompt.

Tell the user to run via the Summer dashboard, downscale in Aseprite/GIMP to true target resolution with nearest-neighbor, then summer_import_from_url (or drop into res://sprites/) and set Filter: Nearest.

If MCP is offline entirely: open Aseprite or Piskel and hand-author the asset. For pixel art at small resolutions, hand-authoring is often faster than fixing a generation.

Handoff

After the asset is wired:

  • More assets in the same style → re-invoke this skill, re-use the pixel anchor.
  • Animation frames for the sprite → sprite-sheet with the base sprite as anchor.
  • Pixel UI → re-invoke with UI subjects (icons, button frames) at appropriate resolution.
  • Tilemap setup → scene-composition for TileMap / TileMapLayer wiring.

See also

  • sprite-sheet — animated pixel frames.
  • character-portrait — high-res counterpart.
  • asset-strategy — meta-router.
  • summer_docs_read id reference/mcp-tools-reference — how to call assets.generate_image.

From a shell

No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.

In this skillCommand
assets.generate_image, summer_assets_generate_imagesummer assets generate-image
summer_assets_searchsummer assets search
summer_docs_readsummer docs read
summer_import_from_urlsummer engine import-from-url
summer_set_propsummer engine set-prop
summer_set_resource_propertysummer engine set-resource-property

Bundled files

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

Frequently asked questions

What does the Pixel Art AI skill do?

Generate pixel-art sprites, items, tiles and portraits at a set resolution with a limited palette.

Why use Pixel Art on TypingMind?

Because you install it once and use it with any model. Pixel Art 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 in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/SummerEngine/summer/tree/main/library/skills/pixel-art. 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?

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?

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

Is the Pixel Art AI skill free?

Yes. It is published on GitHub by SummerEngine 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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