/pixel-art-creator
Create new pixel art sprites from scratch with canvas creation, layer management, and basic drawing primitives. Use when the user wants to create a sprite, draw pixel art, make a new canvas, start a new image, begin a new project, or mentions pixel dimensions like "64x64",
$ npx -y skills add willibrandon/pixel-plugin --skill pixel-art-creator --agent claude-codeHow 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-creator
Context preview
The summary Claude sees to decide when to auto-load this skill.
Create new pixel art sprites from scratch with canvas creation, layer management, and basic drawing primitives. Use when the user wants to create a sprite, draw pixel art, make a new canvas, start a new image, begin a new project, or mentions pixel dimensions like "64x64",
SKILL.md
pixel-art-creator.SKILL.mdname: Pixel Art Creator
description: Create new pixel art sprites from scratch with canvas creation, layer management, and basic drawing primitives. Use when the user wants to create a sprite, draw pixel art, make a new canvas, start a new image, begin a new project, or mentions pixel dimensions like "64x64", "32x32 sprite", "128 by 128", "16 pixel icon". Trigger on: "create", "new", "make", "draw", "sprite", "canvas", "image", "icon", "tile", "character", "background", dimensions (WxH), "from scratch", "blank canvas", "empty sprite", "Game Boy", "NES", "retro", color mode mentions ("RGB", "indexed", "grayscale"). Also use for drawing basic shapes like "circle", "rectangle", "line", "pixel", "fill", "outline".
allowed-tools: Read, Bash, mcp__aseprite__create_canvas, mcp__aseprite__add_layer, mcp__aseprite__delete_layer, mcp__aseprite__get_sprite_info, mcp__aseprite__draw_pixels, mcp__aseprite__draw_line, mcp__aseprite__draw_rectangle, mcp__aseprite__draw_circle, mcp__aseprite__draw_contour, mcp__aseprite__fill_area, mcp__aseprite__set_palette, mcp__aseprite__get_palettePixel Art Creator
Overview
This Skill enables creation of new pixel art sprites with full control over canvas properties, layers, and basic drawing operations. It's the foundational Skill for all pixel art workflows.
When to Use
Use this Skill when the user:
- Wants to "create a sprite" or "make pixel art"
- Mentions sprite dimensions (e.g., "64x64", "32 by 32", "128 pixels wide")
- Asks to "draw" basic shapes (pixels, lines, rectangles, circles)
- Needs to set up a canvas or layers
- Mentions color modes (RGB, Grayscale, Indexed)
**Trigger Keywords:** create, sprite, canvas, draw, pixel art, dimensions, layer, new sprite
Instructions
1. Creating a Canvas
When the user requests a sprite, create the canvas first:
**Color Modes:**
- **RGB**: Full color (24-bit), best for modern pixel art
- **Grayscale**: Shades of gray only, for monochrome art
- **Indexed**: Limited palette (1-256 colors), for retro game art
**Recommended Sizes:**
- **Icons**: 16x16, 24x24, 32x32
- **Characters**: 32x32, 48x48, 64x64
- **Tiles**: 16x16, 32x32, 64x64
- **Scenes**: 128x128, 256x256, 320x240 (retro resolution)
Use `mcp__aseprite__create_canvas` with parameters:
- `width`: 1-65535 pixels
- `height`: 1-65535 pixels
- `color_mode`: "RGB", "Grayscale", or "Indexed"
2. Managing Layers
**Adding Layers:** Use `mcp__aseprite__add_layer` to organize sprite elements:
- Background layer for solid colors or backgrounds
- Character layer for main subject
- Effects layer for highlights, shadows, outlines
- Detail layer for accessories or fine details
**Layer Workflow:** 1. Create canvas 2. Add named layers (e.g., "Background", "Character", "Effects") 3. Draw on specific layers 4. Use layers for organization and editing flexibility
**Important:** Cannot delete the last layer in a sprite.
3. Drawing Primitives
**Draw Individual Pixels:** Use `mcp__aseprite__draw_pixels` for precise pixel placement:
- Supports batch operations (multiple pixels at once)
- Accepts colors in hex format (#RRGGBB) or palette indices
- Can snap to nearest palette color (for Indexed mode)
Example:
Draw pixels at coordinates:
- (10, 10) in red (#FF0000)
- (11, 10) in red (#FF0000)
- (12, 10) in red (#FF0000)
**Draw Lines:** Use `mcp__aseprite__draw_line`:
- Straight lines between two points
- Useful for outlines, edges, connecting points
**Draw Rectangles:** Use `mcp__aseprite__draw_rectangle`:
- Filled or outline mode
- Perfect for backgrounds, UI elements, platforms
**Draw Circles/Ellipses:** Use `mcp__aseprite__draw_circle`:
- Filled or outline mode
- For round objects, planets, effects
**Draw Contours (Polylines/Polygons):** Use `mcp__aseprite__draw_contour`:
- Connect multiple points
- Useful for complex shapes, terrain, irregular outlines
**Flood Fill:** Use `mcp__aseprite__fill_area`:
- Fill connected pixels of the same color
- Like a paint bucket tool
- Great for filling large areas quickly
4. Working with Colors
**Setting Colors:**
- **Hex Format**: #RRGGBB (e.g., #FF0000 for red)
- **RGB**: Specify red, green, blue values (0-255)
- **Palette Index**: For Indexed mode (0-255)
**Common Colors:**
- Red: #FF0000
- Green: #00FF00
- Blue: #0000FF
- Yellow: #FFFF00
- Cyan: #00FFFF
- Magenta: #FF00FF
- Black: #000000
- White: #FFFFFF
**Color Palettes:** For Indexed color mode, set the palette first:
- Use `mcp__aseprite__set_palette` with array of hex colors
- Example: ["#000000", "#FFFFFF", "#FF0000", "#00FF00"]
5. Workflow Best Practices
**Typical Creation Workflow:** 1. **Understand Requirements**
- What size sprite?
- What color mode?
- What style (modern vs retro)?
2. **Create Canvas**
- Choose appropriate dimensions
- Select color mode (RGB for modern, Indexed for retro)
3. **Set Up Layers** (optional but recommended)
- Add layers for organization
- Name layers descriptively
4. **Set Palette** (for Indexed mode)
- Define limited color palette
- Use retro-appropriate palettes (NES: 16 colors, Game Boy: 4 colors)
5. **Draw Basic Shapes**
- Start with outline
- Fill with colors
- Add details
6. **Verify Result**
- Use `mcp__aseprite__get_sprite_info` to check properties
- Describe what was created to user
7. **Prepare for Export** (if requested)
- Hand off to pixel-art-exporter Skill
Examples
Example 1: Simple Sprite
**User Request:** "Create a 32x32 sprite with a red circle"
**Approach:** 1. Create 32x32 RGB canvas 2. Draw filled circle in center (radius 12) in red 3. Confirm creation
Example 2: Layered Sprite
**User Request:** "Make a 64x64 sprite with a blue background and a yellow character"
**Approach:** 1. Create 64x64 RGB canvas 2. Add layer "Background" 3. Fill entire canvas with blue (#0000FF) on Background layer 4. Add layer "Character" 5. Draw yellow (#FFFF00) rectangle or shape on Character layer 6. Confirm layers and conten
Read more
name: Pixel Art Creator
description: Create new pixel art sprites from scratch with canvas creation, layer management, and basic drawing primitives. Use when the user wants to create a sprite, draw pixel art, make a new canvas, start a new image, begin a new project, or mentions pixel dimensions like "64x64", "32x32 sprite", "128 by 128", "16 pixel icon". Trigger on: "create", "new", "make", "draw", "sprite", "canvas", "image", "icon", "tile", "character", "background", dimensions (WxH), "from scratch", "blank canvas", "empty sprite", "Game Boy", "NES", "retro", color mode mentions ("RGB", "indexed", "grayscale"). Also use for drawing basic shapes like "circle", "rectangle", "line", "pixel", "fill", "outline".
allowed-tools: Read, Bash, mcp__aseprite__create_canvas, mcp__aseprite__add_layer, mcp__aseprite__delete_layer, mcp__aseprite__get_sprite_info, mcp__aseprite__draw_pixels, mcp__aseprite__draw_line, mcp__aseprite__draw_rectangle, mcp__aseprite__draw_circle, mcp__aseprite__draw_contour, mcp__aseprite__fill_area, mcp__aseprite__set_palette, mcp__aseprite__get_palettePixel Art Creator
Overview
This Skill enables creation of new pixel art sprites with full control over canvas properties, layers, and basic drawing operations. It's the foundational Skill for all pixel art workflows.
When to Use
Use this Skill when the user:
- Wants to "create a sprite" or "make pixel art"
- Mentions sprite dimensions (e.g., "64x64", "32 by 32", "128 pixels wide")
- Asks to "draw" basic shapes (pixels, lines, rectangles, circles)
- Needs to set up a canvas or layers
- Mentions color modes (RGB, Grayscale, Indexed)
**Trigger Keywords:** create, sprite, canvas, draw, pixel art, dimensions, layer, new sprite
Instructions
1. Creating a Canvas
When the user requests a sprite, create the canvas first:
**Color Modes:**
- **RGB**: Full color (24-bit), best for modern pixel art
- **Grayscale**: Shades of gray only, for monochrome art
- **Indexed**: Limited palette (1-256 colors), for retro game art
**Recommended Sizes:**
- **Icons**: 16x16, 24x24, 32x32
- **Characters**: 32x32, 48x48, 64x64
- **Tiles**: 16x16, 32x32, 64x64
- **Scenes**: 128x128, 256x256, 320x240 (retro resolution)
Use `mcp__aseprite__create_canvas` with parameters:
- `width`: 1-65535 pixels
- `height`: 1-65535 pixels
- `color_mode`: "RGB", "Grayscale", or "Indexed"
2. Managing Layers
**Adding Layers:** Use `mcp__aseprite__add_layer` to organize sprite elements:
- Background layer for solid colors or backgrounds
- Character layer for main subject
- Effects layer for highlights, shadows, outlines
- Detail layer for accessories or fine details
**Layer Workflow:** 1. Create canvas 2. Add named layers (e.g., "Background", "Character", "Effects") 3. Draw on specific layers 4. Use layers for organization and editing flexibility
**Important:** Cannot delete the last layer in a sprite.
3. Drawing Primitives
**Draw Individual Pixels:** Use `mcp__aseprite__draw_pixels` for precise pixel placement:
- Supports batch operations (multiple pixels at once)
- Accepts colors in hex format (#RRGGBB) or palette indices
- Can snap to nearest palette color (for Indexed mode)
Example:
Draw pixels at coordinates: - (10, 10) in red (#FF0000) - (11, 10) in red (#FF0000) - (12, 10) in red (#FF0000)
**Draw Lines:** Use `mcp__aseprite__draw_line`:
- Straight lines between two points
- Useful for outlines, edges, connecting points
**Draw Rectangles:** Use `mcp__aseprite__draw_rectangle`:
- Filled or outline mode
- Perfect for backgrounds, UI elements, platforms
**Draw Circles/Ellipses:** Use `mcp__aseprite__draw_circle`:
- Filled or outline mode
- For round objects, planets, effects
**Draw Contours (Polylines/Polygons):** Use `mcp__aseprite__draw_contour`:
- Connect multiple points
- Useful for complex shapes, terrain, irregular outlines
**Flood Fill:** Use `mcp__aseprite__fill_area`:
- Fill connected pixels of the same color
- Like a paint bucket tool
- Great for filling large areas quickly
4. Working with Colors
**Setting Colors:**
- **Hex Format**: #RRGGBB (e.g., #FF0000 for red)
- **RGB**: Specify red, green, blue values (0-255)
- **Palette Index**: For Indexed mode (0-255)
**Common Colors:**
- Red: #FF0000
- Green: #00FF00
- Blue: #0000FF
- Yellow: #FFFF00
- Cyan: #00FFFF
- Magenta: #FF00FF
- Black: #000000
- White: #FFFFFF
**Color Palettes:** For Indexed color mode, set the palette first:
- Use `mcp__aseprite__set_palette` with array of hex colors
- Example: ["#000000", "#FFFFFF", "#FF0000", "#00FF00"]
5. Workflow Best Practices
**Typical Creation Workflow:** 1. **Understand Requirements**
- What size sprite?
- What color mode?
- What style (modern vs retro)?
2. **Create Canvas**
- Choose appropriate dimensions
- Select color mode (RGB for modern, Indexed for retro)
3. **Set Up Layers** (optional but recommended)
- Add layers for organization
- Name layers descriptively
4. **Set Palette** (for Indexed mode)
- Define limited color palette
- Use retro-appropriate palettes (NES: 16 colors, Game Boy: 4 colors)
5. **Draw Basic Shapes**
- Start with outline
- Fill with colors
- Add details
6. **Verify Result**
- Use `mcp__aseprite__get_sprite_info` to check properties
- Describe what was created to user
7. **Prepare for Export** (if requested)
- Hand off to pixel-art-exporter Skill
Examples
Example 1: Simple Sprite
**User Request:** "Create a 32x32 sprite with a red circle"
**Approach:** 1. Create 32x32 RGB canvas 2. Draw filled circle in center (radius 12) in red 3. Confirm creation
Example 2: Layered Sprite
**User Request:** "Make a 64x64 sprite with a blue background and a yellow character"
**Approach:** 1. Create 64x64 RGB canvas 2. Add layer "Background" 3. Fill entire canvas with blue (#0000FF) on Background layer 4. Add layer "Character" 5. Draw yellow (#FFFF00) rectangle or shape on Character layer 6. Confirm layers and conten
Create, animate, and export pixel art using Aseprite through natural language and commands in Claude Code. Powered by pixel-mcp - a Model Context Protocol server for Aseprite.
Other skills on pixel-plugin.
- /pixel-art-animator
Create and manage sprite animations with multiple frames, animation tags, frame durations, and linked cels. Use when the user wants to animate a sprite, add animation, create movement, make it move, mentions "animation", "animated", "frames", "keyframes", "frame rate", "FPS",
Open skill - /pixel-art-exporter
Export sprites to PNG, GIF, or spritesheet formats with JSON metadata for game engines. Use when the user wants to "export", "save", "output", "render", "generate", "create file", mentions file formats like "PNG", "GIF", "animated GIF", "spritesheet", "sprite sheet", "texture
Open skill - /pixel-art-professional
Apply advanced pixel art techniques including dithering, palette optimization, shading, antialiasing, and color theory. Use when the user mentions "dithering", "dither", "Bayer", "Floyd-Steinberg", "palette", "colors", "reduce colors", "optimize palette", "color limit",
Open skill

