算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
create-game-assets【设计与创意】Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
独立 GitHub 快照 · 自动分类 · 以原作者文档为准
Turn a game's visual intent into a consistent, engine-ready asset set. Treat image generation as one production tool inside a controlled pipeline, never as proof that an asset is shippable.
assets/art-direction-brief.md as a copyable brief.assets/asset-manifest.json, then list every required asset,
state, variant, size, pivot, collision role, source, license, and approval status. Separate
production assets from disposable greybox placeholders.| Need | Default path |
|---|---|
| Existing asset needs a controlled change | Edit the original/reference; state what must remain unchanged |
| New 2D visual family | Approve seed → generate/source family → normalize → preview → import |
| True pixel art | Use generated work as a draft; enforce grid, palette, clusters, and frames with pixel tools |
| Tileable surface or tileset | Produce a small family; repair seams; test repeated 3×3 before approval |
| UI art or icons | Keep text and interaction code-native; prefer SVG/vector for simple geometric symbols |
| 3D model or material | Use concepts as reference; author/clean in a DCC; validate topology, UVs, scale, pivots, and LODs |
| No generation/edit tool is available | Build the brief and manifest; source licensed assets or keep explicit greybox placeholders |
| Audio asset | Route sound implementation and mixing to audio-design; still track source/license in the manifest |
When a capable image generation or editing tool is installed, use it for live visual creation. If
the workspace exposes an imagegen skill, read and follow it for the actual generation/edit call;
this skill owns the game-art brief, constraints, normalization, and acceptance gates.
Build prompts from these blocks:
ROLE/PURPOSE: production asset for [gameplay role]
SUBJECT: [specific object/character and action]
VIEW: [orthographic/top-down/side/three-quarter], [camera and facing]
ART DIRECTION: [shape language], [palette roles], [materials], [edge treatment]
GAME-SCALE READ: [silhouette and focal details that must survive at WxH]
TECHNICAL OUTPUT: [dimensions/aspect], [transparent or scene background], [frame/slot count]
LOCKS: preserve [identity, proportions, palette, costume, lighting, line weight]
EXCLUDE: text, labels, mockup frames, scenery, duplicate objects, cropped edges, signatures
For edits, say both what changes and what stays fixed. Ask for transparent output through the tool's native transparency option when available, then verify the alpha channel—prompt wording alone does not guarantee transparency.
Inspect constraints and emit a machine-readable report:
python scripts/asset_report.py assets/player-idle.png \
--expect-size 64x64 --require-alpha --max-colors 48 --json
Build a nearest-neighbor contact sheet over a checkerboard:
python scripts/build_preview_sheet.py output/player/*.png \
--out output/player-preview.png --columns 4 --cell-size 192
Run script paths relative to this skill directory, or resolve the installed skill path first.
Both scripts require Python 3.10+ and Pillow. Install the only dependency with
python -m pip install -r scripts/requirements.txt when it is not already available.
Do not call an asset production-ready from a prompt result alone. Approval requires the relevant technical checks plus an in-engine or native-scale visual inspection.
references/art-direction.md.references/raster-pipeline.md.references/three-d-pipeline.md.references/provenance.md.game-ui-ux for layout, navigation, readability, and accessible interaction.game-feel, shader-programming, and audio-design for presentation after the source art fits.godot-tilemap, unity-tilemap-2d,
pixijs-rendering, and threejs-gltf-loading.