business-ops
Business operations: strategy, technology, growth, competitive intelligence, support, finance, HR, legal, operations, sales, productivity, product management.
AI sprite generation: portraits, idle loops, animated sheets via Codex/Nano Banana. Per-row generation, animation presets, video-to-sprite, identity lock. Use for generated character art.
$ npx -y skills add notque/vexjoy-agent --skill game-sprite-pipeline --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-sprite-pipelineContext preview
The summary Claude sees to decide when to auto-load this skill.
AI sprite generation: portraits, idle loops, animated sheets via Codex/Nano Banana. Per-row generation, animation presets, video-to-sprite, identity lock. Use for generated character art.
name: game-sprite-pipeline
version: 2.0.0
description: "AI sprite generation: portraits, idle loops, animated sheets via Codex/Nano Banana. Per-row generation, animation presets, video-to-sprite, identity lock. Use for generated character art."
agent: python-general-engineer
user-invocable: false
allowed-tools:
- Read
- Write
- Bash
- Glob
- Grep
- Edit
routing:
triggers:
- AI sprite
- AI character art
- generate character
- generate sprite
- generate wrestler
- generate character portrait
- spritesheet pipeline
- animated spritesheet
- animated sprite
- portrait loop
- idle loop
- road-to-aew sprite
- sprite for road-to-aew
- wrestler portrait
- character sheet
- fighter spritesheet
- RPG character spritesheet
- platformer spritesheet
- per-row sprite generation
- video to sprite
- animation preset
- deterministic idle
- breathing loop
- sprite QA
- contact sheet
complexity: Complex
category: game
pairs_with:
- phaser-gamedev
- threejs-builder
- python-general-engineer
- game-pipelineLocal-first AI sprite generation. One skill, four modes behind `--mode`:
Backend chain (per ADR-198): Codex CLI imagegen is the default when installed and authed. When Codex is unavailable AND `GEMINI_API_KEY` (or `GOOGLE_API_KEY`) is set, the skill falls back to Nano Banana via `nano-banana-builder`'s scripts. When neither is available, the skill fails loud with `BackendUnavailableError` listing both fix paths. Both paths use keys the user already holds — there is no third-party billing the toolkit hides. Reference implementation of the "Local-First, Deterministic Systems Over External APIs" principle in `docs/PHILOSOPHY.md` (user-owned-key clause).
| User says | Mode | Entry script | |-----------|------|--------------| | "generate a wrestler portrait" | `portrait` | `portrait_pipeline.py` | | "add a new enemy to road-to-aew" | `portrait` | `portrait_pipeline.py --target road-to-aew` | | "animated idle portrait" / "subtle breathing loop" | `portrait-loop` | `portrait_pipeline.py --mode portrait-loop` | | "make a walk cycle spritesheet" | `spritesheet` | `sprite_pipeline.py` | | "4-direction character sheet" | `spritesheet` | `sprite_pipeline.py --grid 4x4` | | "Phaser-ready texture atlas" | `spritesheet` | `sprite_pipeline.py` (emits atlas JSON) | | "generate a fighter spritesheet" | per-row + preset | `sprite_pipeline.py --preset fighter --per-row` | | "RPG character walk cycle" | per-row + preset | `sprite_pipeline.py --preset rpg-character --per-row` | | "sprite from video clip" | video | `video_extract_frames.py` + `video_select_frames.py` + `video_process_frames.py` |
Portrait is the road-to-aew immediate need; spritesheet is the forward-looking capability. Both share one backbone (prompt scaffolding, backend dispatch, bg removal, validation).
| Signal | Load | Why | |--------|------|-----| | picking a style preset | `references/style-presets.md` | 9 era/hardware presets + custom slot | | `--target road-to-aew` or `--archetype` | `references/wrestler-archetypes.md` | 9 color archetypes + 10 gimmick types + tier | | sizing `--grid CxR` / `--cell-size` | `references/grid-shapes.md` | allowed dims, direction conventions | | building a prompt | `references/prompt-rules.md` | ART_STYLE, CHAR_STYLE, GRID_RULES slot contents | | picking or troubleshooting a backend | `references/backend-chain.md` | Codex CLI invocation pattern + failure modes | | spritesheet Phase D | `references/frame-detection.md` | connected-components algorithm | | spritesheet Phase F | `references/anchor-alignment.md` | shared-scale + bottom-anchor math | | any bg removal phase | `references/bg-removal-local.md` | magenta chroma + rembg | | Phase H assembly / output shape | `references/output-formats.md` | PNG / GIF / WebP / atlas JSON | | any phase errors | `references/error-catalog.md` | failure mode → fix mapping | | user reports clipping / blank cells / cut effects | `references/error-catalog.md` (top section) | "Codex Regeneration as a Post-Processing Fix" failure mode; debug slicer, never raw | | asset has effects (fire, projectile trails, auras, extended limbs) | `references/error-catalog.md` + use `slice_with_content_awareness` | content extending past cell boundaries needs centroid-ownership extraction. ADR-207 RC-1: on dense grids (`cols * rows >= 16` AND both dims >= 4) `--content-aware-extraction` is silently downgraded to strict-pitch with a warning unless `--effects-asset` is also passed (orchestrator-side) or `effects_asset: True` is set (spec-side). Use `--effects-asset` only for genuine sparse-but-cross-boundary content (fire breath, plasma trails, projectile auras). | | `--target road-to-aew` deploy | `references/road-to-aew-integration.md` | snake_case, paths, manifest regen | | `--per-row` subagent orchestration | `references/subagent-delegation.md` | subagent boundary rules: who generates, who composes, who finalizes | | VFX issues in per-row prompts | `references/vfx-containment.md` | full containment ruleset: allowed/forbidden effects, per-state rules |
Read the references whose signals match the task — references load on demand, so the cost is paid once p
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