Skip to content
AI & Agents
Skill

/pixel-art-storyboard

Convert short scene descriptions, book/album cover briefs, or 2-paragraph synopses into seamless-loop animated pixel-art covers rendered as self-contained HTML+canvas. Companion skill to pixel-art-studio. Use when the user asks to "make a cover for", "animated book cover",

BOOST
From plugin
claude-code-config
21258 skills8 agents79 hooks
Install
$ npx -y skills add AnastasiyaW/codex-claude-code-config --skill pixel-art-storyboard --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/pixel-art-storyboard

Context preview

The summary Claude sees to decide when to auto-load this skill.

Convert short scene descriptions, book/album cover briefs, or 2-paragraph synopses into seamless-loop animated pixel-art covers rendered as self-contained HTML+canvas. Companion skill to pixel-art-studio. Use when the user asks to "make a cover for", "animated book cover",

SKILL.md

pixel-art-storyboard.SKILL.md
name: pixel-art-storyboard
description: >
  Convert short scene descriptions, book/album cover briefs, or 2-paragraph synopses into
  seamless-loop animated pixel-art covers rendered as self-contained HTML+canvas. Companion
  skill to pixel-art-studio. Use when the user asks to "make a cover for", "animated book
  cover", "looped pixel scene", "convert this story description to pixel art", "create
  ambient pixel animation", "обложка для книги в пиксель-арте", "анимированная обложка",
  "封面 像素画", "픽셀 아트 표지", or provides a short narrative/synopsis and wants a visual
  result. Covers: 5-element scene framework (Subject + Setting + Lighting + Palette + Motion),
  iconographic shorthand for symbolic accents, seamless loop techniques (phase-based
  parametric, sub-pixel breathing, LCM-clean parallax, deterministic particle systems),
  loop period selection by mood, three prompt registers (LLM agent / human artist / SDXL
  LoRA), single-HTML-file deliverable in dark-atmospheric style with parametrized canvas
  rendering. Generates the same engine pattern as the user's `Grass Field with City.html`
  reference (canvas + requestAnimationFrame + phase-derived parameters). Do NOT use for
  individual game sprites, character sheets, walk/attack cycles, or PNG/GIF sprite-sheet
  export; use pixel-art-studio for that (this skill makes looped HTML+canvas scene covers,
  not raster sprite assets).
version: 1.0.0

Pixel Art Storyboard

Take a short scene description (2-3 paragraphs, 1-3 elements, mood-driven) and turn it into a self-contained HTML file with one or more **canvas-rendered seamless-loop pixel art** scenes.

This is the bridge from **narrative input** to **animated visual output**. It pairs with `pixel-art-studio` (which handles palettes, dithering, quality scoring) by providing the workflow for going from "I want a cover for X" to "here is a working HTML you can open in a browser."

---

When to use

| User says | Use this skill | |---|---| | "Make a cover for [book/album/game]" | Yes — single-cover workflow | | "Animate this scene" + 1-3 paragraph description | Yes | | "I want a looping pixel background showing X" | Yes | | "Generate covers for these N books" | Yes — multi-cover grid layout | | "Just draw a sprite of X" | Use `pixel-art-studio` directly (no scene narrative) | | "Convert this image to pixel art" | Use `pixel-art-studio` preprocess.py | | "Score the quality of my pixel art" | Use `pixel-art-studio` + `pixel-art-reviewer` agent |

---

The 5-element scene framework

**Every scene description must specify these five elements**, either explicitly given by user or inferred from their input.

| Element | What | Example | |---|---|---| | **Subject** | 1-3 foreground icons that carry meaning | "Red apple in pale hands" | | **Setting** | Background environment, depth layers (max 3) | "Deep night void, single distant star" | | **Lighting** | Source, direction, mood | "Cool moonlight from upper-left, warm highlight on subject" | | **Palette** | 3-6 named colors, NOT hex | "Midnight black, ivory skin, deep crimson, warm highlight" | | **Motion** | What loops + period in seconds | "Highlight on apple orbits in 4s; petal drifts down once per loop" |

If user gives a vague brief ("a moody book cover"), **fill in the missing elements with sensible defaults** before generating, then list them in your output so they can confirm/adjust. Do NOT proceed without all 5 elements settled.

See `references/scene-description-framework.md` for full guidance and 3 worked examples (Romeo & Juliet, lonely cabin, cyberpunk alley).

---

Workflow

Step 1 — Parse the user's input into the 5-element framework

If user gave a paragraph synopsis: extract Subject + Setting + symbolic accents. Often the iconography is named explicitly (e.g. "the apple symbolizes forbidden fruit") — that's your Subject.

If user just gave a title: research the work (WebSearch for "X cover symbolism" or "X iconic imagery") to find the canonical visual icons. Use those as Subject.

Output a draft scene-description block:

SUBJECT: <1-3 icons>
SETTING: <1-3 layers of depth>
LIGHTING: <source + direction + mood>
PALETTE: <3-6 named colors + accent>
MOTION: <what loops + period>

Step 2 — Pick the canvas/loop spec

| Choose | When | |---|---| | **64×96 (book aspect, 2:3)** | Book/album covers | | **96×96 (square)** | Album art, Spotify-style square covers | | **128×72 (landscape, 16:9)** | Game splash, banner | | **64×64 (square)** | Game tile / icon set | | **256×144 (wide)** | Twitch/YouTube banner |

Loop period (see `references/looped-animation-techniques.md` for full table):

| Loop | Feels like | Use | |---|---|---| | 2-3s | Alive, ambient | Idle breathe, water, candle | | 4-6s | Subtle motion | Breathing, slow drift, ribbon flutter | | 8-15s | Atmospheric breathing room | Petal fall, smoke plumes | | 30-60s+ | Slow ambient | Day cycle, wave breaks |

Step 3 — Design the canvas program

For each cover, write a `draw{Name}(ctx, W, H, t)` function where `t ∈ [0, 1)` is the loop phase. **All animation must derive from t** — no `Math.random()` (use seeded `hash(n)`), no `pos += dt` (use `sin(t * TAU)`), no off-palette ad-hoc colors.

Layer order (bottom to top): 1. **Background** (sky gradient, void, atmospheric base) 2. **Far depth** (stars, distant mountains, fog) 3. **Mid depth** (mid-ground objects, settings) 4. **Subject** (the iconographic foreground — the "apple in hands") 5. **Foreground motion** (falling petals, drifting embers, dust)

Each layer can have its own loop sub-period, but the parent loop must be the LCM (or use periods that don't drift visibly within reasonable view time).

See `templates/cover-template.js` for a starter canvas program.

Step 4 — Compose into HTML

Single self-contained HTML file. Layout: 1 cover OR a responsive grid of covers (2×2 / 4×1 with `@media` breakpoints).

Style anchors (matches user's example aesthetic):

  • Background `#0b0812` (near-black with
Read more
Ships withclaude-code-config

A practical configuration kit for Claude Code, Codex, and other coding agents. It contains architectural principles, enforcement hooks, skills, drop-in rules, starter templates, and dynamic-workflow commands.

Get the whole plugin

Other skills on claude-code-config.

diffusion-engineering
Skill

diffusion-engineering

Практическая инженерия диффузионных моделей: архитектуры, обучение, инференс, оптимизация памяти. Использовать при любых задачах…