sprite-pipeline

sprite-pipeline is a skill for Claude Code, Codex from metaspartan/cybara. It costs 38 tokens per session (451 once invoked), scanned A, original, MIT.

A workflow for preparing 2D game sprite animations and sprite sheets, including consistent frame sizes, pivots, collision guides, and pixel-art scaling.

In plain words
What is it for?
It helps create, clean up, pack, import, and validate animated sprites and atlases for 2D games.
Why use it?
It prevents animation frames from drifting in size, position, timing, or visual quality, and helps avoid import and transparency problems in game engines.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It helps create, clean up, pack, import, and validate animated sprites and atlases for 2D games.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/metaspartan/cybara/sprite-pipeline
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 metaspartan/cybara --skill sprite-pipeline
Clone the repo
git clone --depth 1 https://github.com/metaspartan/cybara

Made for: Claude Code, 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 sprite-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/metaspartan/cybara/sprite-pipeline/github.svg)](https://agentmods.dev/skills/metaspartan/cybara/sprite-pipeline)
Your own site
<a href="https://agentmods.dev/skills/metaspartan/cybara/sprite-pipeline"><img src="https://agentmods.dev/badge/skills/metaspartan/cybara/sprite-pipeline/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 sprite-pipeline

Your own site · 80×15
<a href="https://agentmods.dev/skills/metaspartan/cybara/sprite-pipeline"><img src="https://agentmods.dev/badge/skills/metaspartan/cybara/sprite-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 38 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 451 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00038 $0.00451
Opus 5 $0.00019 $0.00226
Sonnet 5 $0.00008 $0.00090
Haiku 4.5 $0.00004 $0.00045

Measured 9d ago against content hash bee39bf348c0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

sprite-pipeline 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 9d 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.

plugins/game-development/skills/sprite-pipeline/SKILL.md · 44 lines

How it starts

The opening of the file, as written. The whole thing — 44 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Sprite pipeline

Establish the asset contract

Identify target resolution, pixels per unit, palette, frame dimensions, frame rate, facing directions, pivot, baseline, transparency, atlas format, naming, collision expectations, filtering, and engine importer settings.

Production workflow

  1. Start from an approved in-game reference frame or style sheet.
  2. Define the exact animation list, frame count, timing, loop mode, and event frames.
  3. Produce one coherent animation strip at a time to limit silhouette and scale drift.
  4. Normalize every frame to one canvas, shared scale, pivot, and baseline.
  5. Remove accidental edge pixels, matte colors, duplicate frames, and transparency artifacts.
  6. Pack frames with deterministic names and atlas metadata accepted by the project.
  7. Preserve editable source art separately from generated atlases and engine imports.

Do not create frames independently when temporal consistency matters. Do not resample pixel art with smoothing. Do not overwrite approved source frames during normalization.

Engine integration

  • Match filtering and compression to pixel art or painted art intentionally.
  • Keep animation event timing separate from render-only frame changes.
  • Verify pivots, root movement, sorting, collision, and attachment points in the game scene.
  • Reuse atlases where it reduces state changes without exceeding target texture limits.
  • Keep generated atlas output reproducible from source frames and configuration.

Verification

  1. Render an atlas or contact-sheet preview before import.
  2. Inspect every animation at native scale and representative gameplay scale.
  3. Play transitions forward, looped, interrupted, and reversed where supported.
  4. Verify no baseline jump, scale drift, edge bleeding, missing frame, or collision mismatch.
  5. Test the imported animation in a real scene with camera movement and target filtering.
  6. Measure atlas dimensions, memory, draw calls, and build-size impact.

Completion criteria

Read the full file on GitHub · 44 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. 9d ago First seen · 44 lines · 38 tokens per session scan A bee39bf348c0

Subscribe to this mod's changes

sprite-pipeline is a skill published in the GitHub repository metaspartan/cybara (30 stars, last pushed today), licensed MIT. It adds 38 tokens to every session and 451 once invoked, about $0.0002 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.