game-sprite-design

game-sprite-design is a skill for Codex from jeremylongworth-source/AgentSkills. It costs 108 tokens per session (769 once invoked), scanned A, original, MIT.

A guide to creating and preparing 2D game artwork, such as characters, enemies, tiles, icons, and animation frames, for use in a game.

In plain words
What is it for?
Use it to plan sprite sheets, texture atlases, tile sets, animations, transparent images, and related import details.
Why use it?
It helps keep sprites readable, consistent, correctly sized, and ready for import into the target game engine.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to plan sprite sheets, texture atlases, tile sets, animations, transparent images, and related import details.

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Install with agentmods
npx agentmods add skills/jeremylongworth-source/agentskills/game-sprite-design
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 jeremylongworth-source/AgentSkills --skill game-sprite-design
Clone the repo
git clone --depth 1 https://github.com/jeremylongworth-source/AgentSkills

Made for: Codex.

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 game-sprite-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-sprite-design/github.svg)](https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-sprite-design)
Your own site
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-sprite-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-sprite-design/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 game-sprite-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-sprite-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-sprite-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 108 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 769 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 $0.00108 $0.00769
Opus 5 $0.00054 $0.00385
Sonnet 5 $0.00022 $0.00154
Haiku 4.5 $0.00011 $0.00077

Measured 7d ago against content hash 33d6c277d516, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

game-sprite-design 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 7d 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/game-sprite-design/SKILL.md · 58 lines

How it starts

The opening of the file, as written. The whole thing — 58 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Sprite Design

Core Workflow

  1. Identify target engine/framework, art style, camera scale, tile/grid size, target resolution, animation needs, palette constraints, and export format.
  2. Define the sprite's gameplay job before visual detail: player, enemy, pickup, projectile, hazard, tile, prop, UI icon, VFX, portrait, or cursor.
  3. Establish readability at gameplay size: silhouette, value contrast, color grouping, facing direction, animation key poses, and separation from background.
  4. Plan the asset structure: single PNG, frame sequence, uniform sprite sheet, trimmed atlas with JSON, tile sheet, or layered source file.
  5. Generate or draw with consistency constraints: same view angle, lighting, outline style, palette, proportions, frame size, and transparent background.
  6. Export with game-ready metadata: frame dimensions, tags/animation names, padding, optional edge extrusion, pivot/origin notes, hitbox guidance, and import instructions.
  7. Verify inside the target engine at actual scale, with animation looping and neighboring frames/tiles checked for bleeding, jitter, and readability.

Creative Priorities

  • Silhouette: the sprite should read at final pixel size.
  • Palette: use a controlled palette and intentional contrast; avoid noisy gradients for pixel art.
  • Consistency: maintain perspective, line weight, lighting, proportions, and outline style across variants.
  • Animation: start with key poses; add in-betweens only where they improve feel.
  • Directionality: make facing, attack, damage, interaction, and movement states clear.
  • Background separation: test against real game backgrounds, not only transparent or checkerboard previews.

Production Priorities

  • Use consistent frame dimensions unless the engine/importer expects trimmed atlas metadata.
  • Add padding between frames and border padding around sheets to avoid texture bleeding.
  • Use edge extrusion for atlases when filtering/scaling can sample neighboring pixels.
  • Preserve source files separately from exported sheets.
  • Use animation tags or clear naming for idle, walk, run, jump, attack, hit, death, interact, and special states.
  • Define pivot/origin consistently, such as feet center for characters, center for projectiles, or top-left for tiles.
  • Keep hitboxes/hurtboxes aligned to gameplay, not full visual bounds.
  • For tilesets, define tile size, collision, terrain transitions, animated tiles, and autotile/terrain rules where relevant.

Read the full file on GitHub · 58 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 7d ago First seen · 58 lines · 108 tokens per session scan A 33d6c277d516

Subscribe to this mod's changes

game-sprite-design is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 9d ago), licensed MIT. It adds 108 tokens to every session and 769 once invoked, about $0.0005 per session on Opus 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 2026-09-03.

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