art-generate

$npx mdskill add striderZA/OpenCodeGameStudios/art-generate

Generates placeholder .aseprite files from asset specs using Aseprite MCP.

  • Solves the need to quickly create placeholder art from asset specifications.
  • Depends on Aseprite MCP, asset specs, and art bible files.
  • Reads asset manifest or user argument to determine which target to process.
  • Creates .aseprite files with correct dimensions, palette, layers, and exports PNGs.

SKILL.md

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---
name: art-generate
description: "Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists."
argument-hint: "[system:<name> | level:<name> | character:<name> | path/to/spec.md]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, Task, question
---

If no argument is provided, read `design/assets/asset-manifest.md`:
- If it exists: find the first target with any asset at `Status: Needed` and use `question`:
  - Prompt: "The next unspecced target is **[target]**. Generate placeholder art for it?"
  - Options: `[A] Yes — generate for [target]` / `[B] Pick a different target` / `[C] Stop here`
- If no manifest: fail with:
  > "No asset manifest found. Run `/asset-spec [target]` first — I need asset specs to generate art from."

---

## Phase 0: Parse Target

Resolve the target:
1. If argument matches `system:<name>` → spec at `design/assets/specs/[name]-assets.md`
2. If argument matches `level:<name>` → spec at `design/assets/specs/[name]-assets.md`
3. If argument matches `character:<name>` → spec at `design/assets/specs/[name]-assets.md`
4. If argument is a path → read that file directly
5. If argument is a path to a .md file → treat as spec file

Fail if the spec file does not exist:
> "No asset spec found at `[path]`. Run `/asset-spec [target]` first."

---

## Phase 1: Gather Context

Read all source material before generating anything.

### Required reads:
- **Asset spec**: Read the resolved spec file. Extract all `ASSET-NNN` entries. For each, extract: Category, Dimensions, Format, Naming, Visual Description.
- **Art bible**: Read `design/art/art-bible.md` — fail if missing:
  > "No art bible found. Run `/art-bible` first — I need the palette and shape language to generate art."
  Extract: Color System (Section 2), Shape Language (Section 3), Asset Standards (Section 8 — dimension tiers).
- **Asset manifest**: Read `design/assets/asset-manifest.md` — note which assets already have placeholders. Filter to assets with `Status: Needed`.

### Present context summary:
> **art-generate: [Target Type] — [Target Name]**
> - Spec: [path] — [N] assets identified
> - Art bible: found — [N] palette colors, shape language: [style]
> - Assets to generate: [N] (filtered from [N] total — [N] already have placeholders)
> - Output: assets/source/[target]/ and assets/sprites/[target]/

---

## Phase 2: Per-Asset Generation

For each asset with `Status: Needed`, execute the following pipeline. **Process one asset at a time — do NOT batch MCP calls.**

### Step 2a: Create Canvas

Construct the filename as `assets/source/[target]/[naming]` (replace `.png` or similar with `.aseprite`).

Use the `create_canvas` MCP tool:
```
create_canvas(width, height, filename)
```

Wait for success. If it fails, stop this asset and report.

### Step 2b: Apply Palette

Load the art bible palette. If the art bible specifies a named palette resource (e.g., "DB16", "RPG"), use:

```
load_palette_from_resource(filename, resource_name)
```

Otherwise extract hex colors from the art bible's Color System section and apply:

```
set_palette(filename, [hex_colors_array])
```

### Step 2c: Create Layer Structure

Create layers matching the asset category template:

**Sprite / 2D Art:**
```
add_layer(filename, "body")
set_layer(filename, "body")
set_layer_label_color(filename, "body", color_hex)
add_layer(filename, "details")
add_layer(filename, "outline")
```

**UI Icon:**
```
add_layer(filename, "icon")
```

**VFX:**
```
add_layer(filename, "core")
set_layer_blend_mode(filename, "core", "normal")
add_layer(filename, "glow")
set_layer_blend_mode(filename, "glow", "add")
add_layer(filename, "sparks")
```

**Environment:**
```
add_layer(filename, "base")
add_layer(filename, "shading")
add_layer(filename, "details")
```

**Character Sprite:**
```
add_layer(filename, "body")
add_layer(filename, "head")
add_layer(filename, "arms")
add_layer(filename, "legs")
add_layer(filename, "outline")
```

### Step 2d: Draw Placeholder Content

Draw shapes on each layer following the art bible's shape language. Use the semantic color from the art bible for the asset's role.

General approach per layer:
1. `set_layer(filename, layer_name)` — activate the layer
2. `set_frame(filename, 1)` — draw on frame 1
3. Draw shapes:
   - **Body/base**: Fill a rectangle/circle/polygon covering ~80% of the canvas at the body center position
   - **Details**: Smaller shapes offset from center, using secondary/accent colors from the palette
   - **Outline**: Thin rectangle around the body bounds using a dark color

Use these drawing tools as appropriate:
- `draw_rectangle_at(filename, layer, frame, x, y, w, h, color, fill=true)` for blocky shapes
- `draw_circle_at(filename, layer, frame, cx, cy, r, color, fill=true)` for round shapes
- `draw_polygon(filename, layer, frame, points, color, fill=true)` for angular shapes (character limbs)
- `fill_area_at(filename, layer, frame, cx, cy, color)` for filled regions
- `apply_gradient_rect(filename, layer, frame, x, y, w, h, start, end, horizontal)` for gradient fills

### Step 2e: Handle Animation

If the spec indicates multiple frames (e.g., "4-frame sprite sheet"):

```
add_frames(filename, count=3, duration_ms=200)  # frame 1 already exists
set_frame_duration(filename, 1, 200)
```

For each additional frame, duplicate frame 1 and add minor position offsets for limbs:
```
copy_frame(filename, source_frame=1, target_frame=N)
```

Then tag the animation:
```
set_tag(filename, name="default", from_frame=1, to_frame=N, direction="forward")
```

If not animated, skip this step.

### Step 2f: Export

```
export_sprite(filename, output_path="assets/sprites/[target]/[naming]")
```

### Step 2g: Verify

Use the quality tools to check the output:

```
validate_scene(filename, required_layers=[list from step 2c])
```

Expected: JSON confirming all layers and frames exist.

Also verify the exported file exists:
```
Test-Path "assets/sprites/[target]/[naming]"
```

Expected: `True`

### Error Handling

If any MCP tool call fails:
```
Question: "Tool [tool_name] failed for ASSET-[NNN] ([asset name]): [error]. Options:"
A) Retry this asset
B) Skip this asset, continue with next
C) Stop generation entirely
```

---

## Phase 3: Update Manifest

After all assets are generated (or after partial completion), update `design/assets/asset-manifest.md`.

For each generated asset, change its status from `Needed` to `Placeholder Created`. Add a `Source` column if it doesn't exist:

```
| ASSET-001 | hero-sprite | Sprite | Placeholder Created | design/assets/specs/hero-assets.md | assets/source/hero/ASSET-001-hero-sprite.aseprite |
```

If the manifest doesn't have a `Source` column yet, rewrite the header to include it.

---

## Phase 4: Summary Report

Present a completion summary:

> **art-generate complete for [target]:**
> - [N]/[M] assets generated successfully
> - [N] failed (skipped)
> - Output: assets/source/[target]/ (source .aseprite files)
> - Output: assets/sprites/[target]/ (exported PNGs)
> - Manifest updated: design/assets/asset-manifest.md

---

## Phase 5: Next Steps

Use `question`:
- Prompt: "Placeholder art generated for **[target]**. What's next?"
- Options:
  - `[A] Generate another target — /art-generate [next-target]`
  - `[B] Run /asset-audit — validate generated assets against specs`
  - `[C] Review generated art manually`
  - `[D] Stop here`

---

## Per-Category Drawing Templates

### Sprite / 2D Asset (Default)

```
Canvas: spec dimensions (e.g. 256x256)
Layers: body, details, outline

Frame 1:
  layer=body:   fill_rect(32, 32, 192, 192, body_color)
  layer=details: draw_rect(48, 48, 160, 160, accent_color, fill=false)
  layer=outline: draw_rect(30, 30, 196, 196, outline_color, fill=false)
```

### UI Icon

```
Canvas: 32x32 or 64x64
Layers: icon

Frame 1:
  layer=icon: fill_rect(4, 4, 24, 24, palette[0])
```

### VFX

```
Canvas: matching target sprite dimensions
Layers: core, glow, sparks

Frame 1:
  layer=core: circle(center, radius*0.3, core_color, fill=true)
  layer=glow: circle(center, radius, glow_color, fill=true, set opacity=128)
```

### Environment Prop

```
Canvas: tile dimensions
Layers: base, shading, details

Frame 1:
  layer=base: fill_rect(0, 0, w, h, base_color)
  layer=shading: gradient_rect(0, 0, w, h, shade_top, shade_bottom)
```

### Character Sprite

```
Canvas: sprite sheet width, frame height
Layers: body, head, arms, legs, outline

Frame 1 (idle pose):
  layer=body:   fill_rect(24, 40, 16, 24, body_color)
  layer=head:   fill_rect(28, 24, 8, 12, skin_color)
  layer=arms:   fill_rect(16, 44, 8, 8, skin_color)
               draw_rect(40, 44, 8, 8, skin_color)
  layer=legs:   fill_rect(24, 64, 6, 12, leg_color)
               fill_rect(34, 64, 6, 12, leg_color)
  layer=outline: draw_rect(22, 22, 20, 54, outline)

Frame 2 (walk frame 1): copy_frame(1, 2)
  layer=legs: offset legs by +2 on x to show stride
```

---

## Error Recovery

| Error | Recovery |
|-------|----------|
| Spec file not found | Fail with clear message pointing to /asset-spec |
| Art bible not found | Fail — generation without palette produces wrong colors |
| MCP tool timeout | Report tool + args that failed, offer retry/skip/stop |
| Palette resource unknown | Fall back to `set_palette` with hex colors from art bible |
| Export fails | Check file path permissions, suggest manual export |
| validate_scene fails | Report which layers/frames are missing, offer to fix via ensure_layers_present |

## Collaborative Protocol

- Never generate without user confirming the target
- Report each asset's success/failure immediately after processing it
- Write the manifest update only after explicit approval
- If the art bible's palette has changed since the spec was written, ask which to use

More from striderZA/OpenCodeGameStudios

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asset-specGenerate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.
automated-smoke-testRun an automated smoke test using the godot-mcp server. Launches the project, captures debug output, and checks for errors or crashes.
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concept-brainstormGuided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
content-auditAudit GDD-specified content counts against implemented content. Identifies what's planned vs built.
create-architectureGuided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version.
create-control-manifestAfter architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).
create-epicsTranslate approved GDDs + architecture into epics — one epic per architectural module. Defines scope, governing ADRs, engine risk, and untraced requirements. Does NOT break into stories — run /create-stories [epic-slug] after each epic is created.