add-3d-assets
Replace primitive 3D shapes with real GLB models — animated characters, world props, buildings, and scenery for Three.js games.…
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,
$ npx -y skills add playableintelligence/game-creator --skill add-assets --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/add-assetsContext preview
The summary Claude sees to decide when to auto-load this skill.
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,
name: add-assets description: 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). argument-hint: "[path-to-game]" license: MIT metadata: author: OpusGameLabs version: 1.3.0 tags: [game, assets, sprites, pixel-art, characters, 2d]
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.
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.
Present a table of sprites to create:
| Entity | Archetype | Grid | Frames | Description | |--------|-----------|------|--------|-------------| | Player (personality) | Personality | 32x48 | 1-4 | Caricature of [name], scale 4 | | Player (generic) | Humanoid | 16x16 | 4 | ... | | Enemy X | Flying | 16x16 | 2 | ... | | Pickup | Item | 8x8 | 1 | ... |
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:
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.
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/`:
4. Update each entity constructor:
5. For static items (gems, pickups), add a bob tween if not already present
/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.
/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.
**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.
**Cause:** Canvas texture not created before first render frame. **Fix:** Generate textures in scene preload() or create(), not in update().
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.
Go from game idea to deployed, monetized browser game in minutes — not hours. Tell your AI coding agent "make a space invaders game" and get a fully playable 2D or 3D browser game with pixel art, procedural audio, and automated QA. Deploy instantly to the web.
Replace primitive 3D shapes with real GLB models — animated characters, world props, buildings, and scenery for Three.js games.…
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