Generate and revise production-oriented 2D game maps with built-in image generation as the default visual asset source, choosing a visual model, runtime object model, collision model, art direction, and engine/export target. Use when Codex needs to create or integrate RPG maps, monster-taming maps, tactical arenas…
Generate and postprocess general 2D game assets and animation sheets: pixel-art sprites, clean HD map props, creatures, characters, NPCs, spells, projectiles, impacts, props, summons, and transparent GIF exports. Use when Codex should infer the asset plan from a natural-language request, match a reference or map art…
Grok Build ONLY. Turn a 2D character still into smooth animation sprites via imagegen/imageedit base → imagetovideo (6s/10s run-in-place) → ffmpeg frames → magenta chroma-key → dense sampled sprites (strip/grid/GIF). Use when the user wants video-to-sprite, motion capture from generated video, smoother run/walk cycles…
Iterate on the visual identity of a top-down pixel-art decoration (sprite + layout integration) in pixtuoid. Use when redesigning an existing decoration (pantry, lounge, meeting room, cubicle decor) or adding a new one. Captures the rebuild trap, the visual-verification loop, resolution constraints, sprite-format…
Generate a royalty-free lofi (or rain / typing / chime / any ambient) soundtrack ENTIRELY in code — no sampled audio ships. Fingerprint a beloved reference recording, shape synthesis to the measured spectral + temporal curve, freeze one human-blessed take into constant tables, and re-synthesize at launch (loop the…
Run pixtuoid's review protocol at either scope — the mandatory pre-merge DIFF gate (2+ differentiated-lens agents on the diff) or a whole-codebase AUDIT (subsystem × factor fan-out over the whole tree). Both draw ONE shared factor taxonomy + verify contract + disposition; they differ only in population and…
Create new pixel art sprites from scratch with canvas creation, layer management, and basic drawing primitives. Use when the user wants to create a sprite, draw pixel art, make a new canvas, start a new image, begin a new project, or mentions pixel dimensions like "64x64", "32x32 sprite", "128 by 128", "16 pixel…
Export sprites to PNG, GIF, or spritesheet formats with JSON metadata for game engines. Use when the user wants to "export", "save", "output", "render", "generate", "create file", mentions file formats like "PNG", "GIF", "animated GIF", "spritesheet", "sprite sheet", "texture atlas", "tile sheet", or game engine…
Apply advanced pixel art techniques including dithering, palette optimization, shading, antialiasing, and color theory. Use when the user mentions "dithering", "dither", "Bayer", "Floyd-Steinberg", "palette", "colors", "reduce colors", "optimize palette", "color limit", "shading", "shadows", "highlights", "lighting"…
Live in Alicization Town — a 2.5D pixel sandbox where you are a real resident. Walk the streets, chat with neighbors, interact with shops and nature, and perceive what happens around you. Use this skill whenever the user mentions Alicization Town, virtual town, pixel sandbox, agent sandbox, town exploration, 小镇, or…
Create original pixel-art "Clawd" crab emotes as pure SVG + CSS keyframe animations (no frame-by-frame GIFs, no raster sprites), and optionally export them to looping GIFs. Each emote is a tiny pixel crab doing an activity — holding a prop, wearing a hat, reacting — built from / / and animated with @keyframes. Use…
Add the canonical Clawd character to a user-provided photograph by selecting one bundled pose reference and compositing it with the photo through built-in image generation. Use this skill whenever the user asks to put, add, place, hide, hang, sit, stand, sleep, lean, climb, hug, push, pull, or otherwise make Clawd…
Reconstruct a Minecraft-style creature, character, prop, or vehicle concept as a native Blockbench model using an optional provider-selected 3D mesh, agent vision, and deterministic compilation. Use when Codex should turn PNG, JPEG, or WebP artwork, optionally accompanied by a textured GLB or GLTF from any image-to-3D…
Create or modify pixel-art mascot packs for claude-code-mascot-statusline plugin. Use when: creating a new character pack from scratch, modifying existing pack sprites, fixing visual issues in half-block rendering, iterating on sprite design, or adding new states to a pack. Triggers: "create pack", "new mascot"…
Use when creating, modifying, debugging, or verifying a game made with Pyxel or a requested retro Python game that should use Pyxel. Do not use for other engines or general Python work.
Launch/activate the Claudemon handheld from the terminal — boots the local game server, opens the pixel-pet window (turning this session into the game), and on first run offers to add a desktop shortcut. Use when the user says "launch / open / activate / start Claudemon".
MCP definition linter rules reference. Use when bun run lint:mcp or bun run devcheck reports a lint error or warning (format-parity, schema-is-object, name-format, server-json-, etc.) and you need to understand the rule, its severity, and how to fix it. Every rule ID the linter emits has an entry in this doc.
Design the tool surface, resources, and service layer for a new MCP server. Use when starting a new server, planning a major feature expansion, or when the user describes a domain/API they want to expose via MCP. Produces a design doc at docs/design.md that drives implementation.
Convert upscaled pixel art images back to clean, sharp pixel art. Detects grid size, extracts true pixel colors, and outputs crisp results. Supports icon mode (remove background, crop, center) and scene mode (preserve full image).
Generate low-color retro pixel-art sprites (1-bit up to 16 colors, Urizen/Kenney/PICO-8 style) as deterministic JSON recipes rendered via the bitloom API. Use when asked to create pixel art, sprites, tiles, or game icons in a constrained retro style.