skills/spritecook/skills/spritecook-generate-sprites

spritecook-generate-sprites

Installation
SKILL.md

SpriteCook Generate Sprites

Use this skill for still-image generation. Pair it with spritecook-workflow-essentials for credits, manifests, safe downloads, and shared defaults.

Requires: SpriteCook MCP server connected to your editor. Set up with npx spritecook-mcp setup or see spritecook.ai.

Tool

generate_game_art

Generate game art assets from a text prompt. Supports both pixel art and detailed/HD styles. Waits up to 90s for the result and returns download URLs.

Parameter Type Default Description
prompt string (required) - What to generate. Be specific about subject, pose, and view angle
width int 64 Width in pixels (16-512)
height int 64 Height in pixels (16-512)
variations int 1 Number of variations (1-4)
pixel bool true True for pixel art, false for detailed/HD art
bg_mode string "transparent" "transparent", "white", or "include"
theme string null Art theme context, e.g. "dark fantasy medieval"
style string null Style direction, e.g. "16-bit SNES style"
aspect_ratio string "1:1" "1:1", "16:9", or "9:16"
smart_crop bool true Auto-crop to content bounds
smart_crop_mode string "tightest" Use "tightest" by default. Use "power_of_2" only when explicitly requested
model string null "gemini-2.5-flash-image" (cheapest), "gemini-3.1-flash-image-preview" (recommended default), or "gemini-3-pro-image-preview" (most expensive)
mode string "assets" "assets", "texture", or "ui"
resolution string "1K" "1K", "2K", or "4K"
colors string[] null Hex color palette, max 8
reference_asset_id string null Asset ID from a previous generation to use as style reference
edit_asset_id string null Asset ID to edit/modify with the new prompt

reference_asset_id and edit_asset_id are mutually exclusive. The referenced asset must belong to your account.

Working Style

  • Be specific about subject, pose, camera/view angle, and key materials.
  • Default to pixel art unless the user asks for HD, detailed, smooth, realistic, or high-res output.
  • When the user wants the same character or item in multiple outputs, generate one canonical still asset first and reuse that asset ID.
  • Use reference_asset_id for follow-up generations that should keep the same character or visual style.
  • Use edit_asset_id only when modifying an existing SpriteCook asset.
  • Do not generate multiple independent still variations when the real goal is one consistent character plus later animations.
  • Prefer smart_crop_mode="tightest" unless the user explicitly asks for "power_of_2".

Consistency Rules

  • For a motion set like idle, walk, attack, or hurt: generate the base character once, then animate that exact asset_id separately for each motion.
  • For asset variations that should stay recognizably the same design, prefer edit_asset_id or reference_asset_id over a brand-new unreferenced generation.
  • Only skip a reference when the user explicitly wants different designs to explore.

Pixel Art vs Detailed Art

Pixel art (pixel: true, default):

  • Crisp hard edges, no anti-aliasing, visible pixel grid
  • Automatic pixel-perfect post-processing for clean grid alignment
  • Best for retro games, indie games, and 8-bit/16-bit projects

Detailed/HD art (pixel: false):

  • Smooth gradients, fine detail, anti-aliased edges
  • Higher fidelity output without pixel grid constraints
  • Best for HD 2D games, concept art, and marketing assets

Choose based on the game's art direction. When the user does not specify, default to pixel art.

Weekly Installs
250
GitHub Stars
6
First Seen
Today