pixel-art-generation

pixel-art-generation is a skill for Claude Code from freema/pixelforge-mcp. It costs 55 tokens per session (1,094 once invoked), scanned A, original, MIT.

A workflow for creating and processing pixel art, the deliberately low-resolution style used for many game sprites and scenes.

In plain words
What is it for?
Generating game characters, items, icons, animations, backgrounds, and thumbnails, or cropping, removing backgrounds from, and splitting sprite sheets.
Why use it?
It tells the agent which PixelForge operation fits a sprite, animation, background, thumbnail, or existing PNG, including how to remove backgrounds.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: mentions Claude Code.

Part of the pixelforge-mcp plugin — 2 skills, 1 MCP server shipped together

Good fit Generating game characters, items, icons, animations, backgrounds, and thumbnails, or cropping, removing backgrounds from, and splitting sprite sheets.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/freema/pixelforge-mcp/pixel-art-generation
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add freema/pixelforge-mcp --skill pixel-art-generation
Clone the repo
git clone --depth 1 https://github.com/freema/pixelforge-mcp

Made for: Claude Code.

Or install pixelforge-mcp, the plugin that ships this one along with the rest of its 2 skills, 1 MCP server.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for pixel-art-generation

README.md
[![agentmods](https://agentmods.dev/badge/skills/freema/pixelforge-mcp/pixel-art-generation/github.svg)](https://agentmods.dev/skills/freema/pixelforge-mcp/pixel-art-generation)
Your own site
<a href="https://agentmods.dev/skills/freema/pixelforge-mcp/pixel-art-generation"><img src="https://agentmods.dev/badge/skills/freema/pixelforge-mcp/pixel-art-generation/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for pixel-art-generation

Your own site · 80×15
<a href="https://agentmods.dev/skills/freema/pixelforge-mcp/pixel-art-generation"><img src="https://agentmods.dev/badge/skills/freema/pixelforge-mcp/pixel-art-generation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 55 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,094 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00055 $0.01094
Opus 5.5 $0.00022 $0.00438
Sonnet 5.5 $0.00011 $0.00219
Haiku 4.5 $0.00006 $0.00109

Measured 1mo ago against content hash 9ac2c2a7e8b7, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

pixel-art-generation scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/pixel-art-generation/SKILL.md · 108 lines

How it starts

The opening of the file, as written. The whole thing — 108 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Pixel Art Generation with PixelForge

Use PixelForge MCP tools to generate and process pixel art game assets.

Tools Overview

Tool When to Use
forge_sprite Single sprite — character, item, icon, UI element
forge_animation Animation frames — walk cycle, idle, attack, effects
forge_background Full game background/scene — no processing applied
forge_thumbnail Game thumbnail/screenshot — uses reference sprites
process_sprite Post-process existing PNG — crop, bg removal, split

Background Removal — IMPORTANT

Always use background: "chromakey" for sprites and animations. This uses HSV-based green screen removal which is far more reliable than the old compositing equation approach.

  • chromakey — BEST — pure green #00FF00, HSV-based removal, clean edges, no artifacts
  • black / white — legacy compositing equation, can lose dark/light sprite pixels
  • Other colors — fallback to compositing equation

Quick Start

Single Sprite

forge_sprite
  description: "green slime enemy with horns and glowing eyes"
  outputPath: "public/assets/games/rpg/slime.png"
  style: "neon"
  background: "chromakey"

Animation Frames (Reference Chain — Default)

forge_animation
  description: "green slime enemy"
  action: "bouncing up and down"
  frames: 4
  frameDescriptions: ["idle resting on ground", "compressing flat", "stretching upward", "at peak of bounce"]
  outputPrefix: "public/assets/games/rpg/slime"
  names: ["idle", "compress", "stretch", "peak"]
  style: "neon"
  background: "chromakey"

Reference chain mode (default): Generates frame 0 first, then uses it as a reference image for all subsequent frames. This ensures consistent proportions, colors, and style across all frames. Each frame is a separate API call.

To use the legacy sprite-sheet mode instead: useReferenceChain: false

Background

forge_background
  description: "deep space with stars, subtle neon grid on horizon, nebula wisps cyan and purple"
  outputPath: "public/assets/games/invaders/bg.png"
  aspect: "3:4"
  style: "neon"

Read the full file on GitHub · 108 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 1mo ago First seen · 108 lines · 55 tokens per session scan A 9ac2c2a7e8b7

Subscribe to this mod's changes

pixel-art-generation is a skill published in the GitHub repository freema/pixelforge-mcp (5 stars, last pushed 3d ago), licensed MIT. It adds 55 tokens to every session and 1,094 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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