sprite-pipeline

sprite-pipeline is a skill for Claude Code, Codex from MRCalderon3D/everything-game-dev-code. It costs 22 tokens per session (528 once invoked), scanned A, original, MIT.

A workflow for importing, cutting, naming, and grouping 2D game images called sprites.

In plain words
What is it for?
It helps organize sprite folders, import settings, sprite-sheet layouts, pivot points, and texture atlas groups.
Why use it?
It keeps visual assets consistent and helps them load efficiently and remain easy to replace across the project.

Skill for Claude CodeCodex

Part of the everything-game-dev-code plugin — 29 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers shipped together

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.

agentmods
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/sprite-pipeline
Any agent
npx skills add MRCalderon3D/everything-game-dev-code --skill sprite-pipeline
Clone the repo
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code

Made for: Claude Code, Codex.

Or install everything-game-dev-code, the plugin that ships this one along with the rest of its 29 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers.

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/mrcalderon3d/everything-game-dev-code/sprite-pipeline.svg)](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/sprite-pipeline)
Your own site
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/sprite-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/sprite-pipeline.svg" alt="Measured on agentmods" height="20"></a>
Per session 22 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 528 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00022 $0.00528
Opus 5 $0.00011 $0.00264
Sonnet 5 $0.00004 $0.00106
Haiku 4.5 $0.00002 $0.00053

Measured yesterday against content hash ada33d67b9d3, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 yesterday.

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/art-audio-content/sprite-pipeline/SKILL.md · 67 lines

How it starts

The opening of the file, as written. The whole thing — 67 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Sprite Pipeline

Purpose

Define import, slicing, atlas packing, and naming rules for 2D sprite assets so they are consistent, performant, and replaceable across the project.

Use When

  • the project uses 2D sprites as its primary visual representation
  • sprite sheets or atlas configuration needs standardization
  • placeholder sprites are being replaced with final art and naming or sizing must be validated
  • new sprite assets are being added and need to follow project conventions

Inputs

  • art bible or visual direction document
  • target resolution and platform constraints
  • sprite categories (characters, environment, UI, VFX, collectibles)
  • atlas packing strategy (per-category, per-scene, global)

Process

  1. define sprite categories, naming convention, and folder structure
  2. set resolution, pixel density, and import settings per category
  3. establish sprite sheet layout rules (grid size, padding, pivot points)
  4. configure atlas packing groups and max atlas size per platform
  5. validate that sprites match the art bible and meet runtime budgets

Outputs

  • sprite naming and folder convention document
  • import settings template per sprite category
  • atlas packing configuration
  • validation checklist for new sprite submissions

Quality Bar

  • every sprite follows the naming convention and lives in the correct folder
  • import settings are applied consistently — no manual per-asset overrides
  • atlas packing does not exceed platform memory budget
  • pivot points and slice boundaries are correct for gameplay use

Common Failure Modes

  • inconsistent naming that breaks asset lookup at runtime
  • oversized sprites that waste atlas space or exceed texture memory
  • missing padding between atlas entries causing bleed artifacts
  • pivot points that cause visual offset during gameplay
  • 2d-artist
  • technical-artist
  • performance-reviewer
  • art-2d-pass
  • unity-placeholders
  • perf-budget
  • generated-raster-asset-pipeline

Read the full file on GitHub · 67 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. yesterday First seen · 67 lines · 22 tokens per session scan A ada33d67b9d3

Subscribe to this mod's changes

sprite-pipeline is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (80 stars, last pushed 15d ago), licensed MIT. It adds 22 tokens to every session and 528 once invoked, about $0.0001 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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