AgentStack
SKILL verified MIT Self-run

Pixel Art Storyboard

skill-anastasiyaw-claude-code-config-pixel-art-storyboard · by AnastasiyaW

>

No reviews yet
0 installs
16 views
0.0% view→install

Install

$ agentstack add skill-anastasiyaw-claude-code-config-pixel-art-storyboard

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

Are you the author of Pixel Art Storyboard? Claim this listing to set pricing, connect Stripe payouts, and keep 70% of every sale.
Sign up to claim

About

Pixel Art Storyboard

Take a short scene description (2-3 paragraphs, 1-3 elements, mood-driven) and turn it into a self-contained HTML file with one or more canvas-rendered seamless-loop pixel art scenes.

This is the bridge from narrative input to animated visual output. It pairs with pixel-art-studio (which handles palettes, dithering, quality scoring) by providing the workflow for going from "I want a cover for X" to "here is a working HTML you can open in a browser."


When to use

| User says | Use this skill | |---|---| | "Make a cover for [book/album/game]" | Yes — single-cover workflow | | "Animate this scene" + 1-3 paragraph description | Yes | | "I want a looping pixel background showing X" | Yes | | "Generate covers for these N books" | Yes — multi-cover grid layout | | "Just draw a sprite of X" | Use pixel-art-studio directly (no scene narrative) | | "Convert this image to pixel art" | Use pixel-art-studio preprocess.py | | "Score the quality of my pixel art" | Use pixel-art-studio + pixel-art-reviewer agent |


The 5-element scene framework

Every scene description must specify these five elements, either explicitly given by user or inferred from their input.

| Element | What | Example | |---|---|---| | Subject | 1-3 foreground icons that carry meaning | "Red apple in pale hands" | | Setting | Background environment, depth layers (max 3) | "Deep night void, single distant star" | | Lighting | Source, direction, mood | "Cool moonlight from upper-left, warm highlight on subject" | | Palette | 3-6 named colors, NOT hex | "Midnight black, ivory skin, deep crimson, warm highlight" | | Motion | What loops + period in seconds | "Highlight on apple orbits in 4s; petal drifts down once per loop" |

If user gives a vague brief ("a moody book cover"), fill in the missing elements with sensible defaults before generating, then list them in your output so they can confirm/adjust. Do NOT proceed without all 5 elements settled.

See references/scene-description-framework.md for full guidance and 3 worked examples (Romeo & Juliet, lonely cabin, cyberpunk alley).


Workflow

Step 1 — Parse the user's input into the 5-element framework

If user gave a paragraph synopsis: extract Subject + Setting + symbolic accents. Often the iconography is named explicitly (e.g. "the apple symbolizes forbidden fruit") — that's your Subject.

If user just gave a title: research the work (WebSearch for "X cover symbolism" or "X iconic imagery") to find the canonical visual icons. Use those as Subject.

Output a draft scene-description block:

SUBJECT: 
SETTING: 
LIGHTING: 
PALETTE: 
MOTION: 

Step 2 — Pick the canvas/loop spec

| Choose | When | |---|---| | 64×96 (book aspect, 2:3) | Book/album covers | | 96×96 (square) | Album art, Spotify-style square covers | | 128×72 (landscape, 16:9) | Game splash, banner | | 64×64 (square) | Game tile / icon set | | 256×144 (wide) | Twitch/YouTube banner |

Loop period (see references/looped-animation-techniques.md for full table):

| Loop | Feels like | Use | |---|---|---| | 2-3s | Alive, ambient | Idle breathe, water, candle | | 4-6s | Subtle motion | Breathing, slow drift, ribbon flutter | | 8-15s | Atmospheric breathing room | Petal fall, smoke plumes | | 30-60s+ | Slow ambient | Day cycle, wave breaks |

Step 3 — Design the canvas program

For each cover, write a draw{Name}(ctx, W, H, t) function where t ∈ [0, 1) is the loop phase. All animation must derive from t — no Math.random() (use seeded hash(n)), no pos += dt (use sin(t * TAU)), no off-palette ad-hoc colors.

Layer order (bottom to top):

  1. Background (sky gradient, void, atmospheric base)
  2. Far depth (stars, distant mountains, fog)
  3. Mid depth (mid-ground objects, settings)
  4. Subject (the iconographic foreground — the "apple in hands")
  5. Foreground motion (falling petals, drifting embers, dust)

Each layer can have its own loop sub-period, but the parent loop must be the LCM (or use periods that don't drift visibly within reasonable view time).

See templates/cover-template.js for a starter canvas program.

Step 4 — Compose into HTML

Single self-contained HTML file. Layout: 1 cover OR a responsive grid of covers (2×2 / 4×1 with @media breakpoints).

Style anchors (matches user's example aesthetic):

  • Background #0b0812 (near-black with violet undertone)
  • Foreground text #a896b4 (lavender-grey)
  • Accent (titles, year tags) #ffb4c8 (pale pink)
  • Border rgba(255,255,255,.06) (barely-visible)
  • Font: "JetBrains Mono", ui-monospace, Menlo, monospace
  • Letter-spacing: 0.2-0.35em on titles (lots of breathing room)
  • Cover image-rendering: pixelated + crisp-edges (forces nearest-neighbor scale)

See templates/single-cover.html for skeleton, templates/grid-cover.html for multi-cover layout.

Step 5 — Test in browser

Use preview_start to launch a static server pointing at the output folder. Take preview_screenshot to verify visual. Check preview_console_logs for errors. Iterate.

If multiple covers: verify each independently animates (each on its own requestAnimationFrame driver) by waiting 2-3 seconds between screenshots and confirming visual change.


Loop technique cheat-sheet

The single-most-important rule: never accumulate state. Always derive position/color from t = (now - start) % period.

// CORRECT — phase-derived, drift-free
const t = ((now - start) % period) / period;
const offset = Math.sin(t * Math.PI * 2) * amplitude;

// WRONG — accumulates float drift, may seam visibly after hours
let pos = 0;
function frame(dt) { pos += velocity * dt; ... }

Five techniques to combine for richer motion (see references/looped-animation-techniques.md):

  1. Phase-based parametricsin(t * TAU) for swaying, breathing, hover
  2. Sub-pixel breathing — animate AA (intermediate) pixels without moving silhouette
  3. Particle phase-locked — particle position is f(phase, seed[i]), not pos += vel
  4. Parallax LCM — layer scroll rates 1, 2, 3, 4, 8 px/frame all complete cycles in 96-frame canvas
  5. Palette interpolationmix(colorA, colorB, t) for day/night, mood shifts

Three registers for scene description

Match output register to consumer:

LLM agent (Claude generating canvas program)

Be explicit and parameter-heavy. Constraints first.

Generate canvas pixel art for book cover.
Canvas: 64x96 logical, scale 4x via image-rendering: pixelated.
Subject: red apple in pale cupped hands, centered.
Setting: deep night void, 1 distant pulsing star upper-left.
Lighting: warm highlight on apple from upper-right (subject self-light).
Palette: 6 colors {midnight #0a0814, ivory skin #e6d4c8, skin shadow #a89486,
         deep crimson #5a0a14, apple body #b22838, warm highlight #ffe8d8}.
Motion: 4-second loop. Apple highlight orbits its surface; once per loop a
        single petal drifts diagonally from above.
Render: ctx.fillRect(x|0, y|0, 1, 1) for each pixel. Use phase t derived from
        (performance.now() % 4000) / 4000.

Human pixel artist (commission brief)

Atmospheric, emotional. Trust artist for technical details.

> "A red apple cupped in pale hands, centered against pure dark. The kind of scene where the apple is the only warm thing in the world and the hands could be either offering or about to take a bite. Cool dark, single warm highlight, 4-second loop with a slow drift of something falling — petal, ember, tear."

SDXL Pixel Art LoRA (Stable Diffusion prompt)

Noun-heavy, comma-separated, with style anchors.

pixel art, 16-bit style, book cover, red apple, pale female hands cupping, dark
midnight background, single bright highlight, dramatic lighting, vertical
composition, twilight saga aesthetic
Negative: blurry, photorealistic, antialiased, smooth gradients, 3d render
LoRA: Pixel Art XL by nerijs (weight 1.2)
Steps: 8, CFG: 1.5

See references/three-registers.md for the full taxonomy.


Working examples (case studies)

The skill ships with one fully worked-through case study: the Twilight Saga 4-cover example. See:

  • Scenarios: ../pixel-art-studio/examples/twilight-covers/ (HTML + scenarios markdown)
  • Research source: research/product/pixel-art-2026-05-10/twilight-scenarios.md

The Twilight example demonstrates:

  1. Mining a famous work for canonical iconography (apple / tulip / ribbon / chess pieces)
  2. 5-element scene description for each book (2 paragraphs each)
  3. Grid layout with 4 independent canvas covers
  4. Different loop periods per cover (4s / 8s / 5s / 10s) so beats don't sync mechanically
  5. Style match to user's reference HTML aesthetic

Use it as a template when generating new multi-cover sets.


Quality standards (verified by pixel-art-reviewer agent)

A "ship-ready" cover from this skill must pass:

  1. Console clean — no JS errors, no "color is undefined", no NaN coordinates
  2. All canvases render — 4×1 / 2×2 grid layout works, no missing covers
  3. Animation runs — visible motion within 2-3 seconds of page load
  4. Loop seamless — no visible "snap" at the end of the period (frame N == frame 0 in some sense)
  5. Palette discipline — each cover uses only its declared colors (verifiable via palette.py --analyze)
  6. Symbolic accent visible — the icon (apple / ribbon / etc) reads at 1:1 logical scale (not just at upscaled display size)
  7. Layout matches reference aesthetic — dark bg, lavender-grey text, pink accent, monospace, generous letter-spacing

If you generate covers and any of these fails, fix before declaring done.


Mandatory rules

  1. Single self-contained HTML — no external CSS/JS files, no CDN links (works offline)
  2. Canvas dimension parity — `` matches the logical pixel grid; CSS sizes are scaling only
  3. image-rendering: pixelated — REQUIRED on every canvas (otherwise browser smooths and pixel art looks blurry)
  4. requestAnimationFrame per canvas — each cover runs independently; never share a single RAF across multiple canvases (one slow draw blocks the others)
  5. No Math.random() in render path — must be deterministic. Use hash(seed) instead
  6. No transcendent state — everything derived from t. No counters that accumulate frame-to-frame
  7. Test in browser before declaring done — previewstart + previewscreenshot + previewconsolelogs

Gotchas

  • Math.random() in render breaks loop seamlessness — particles will drift between cycles. Use seeded hash(seed * 12.9898) * 43758.5453 % 1.
  • Canvas resolution vs CSS size mismatch — if ` is styled width: 256px; height: 384px, browser scales by 4×. Without image-rendering: pixelated`, the upscale is bilinear and pixel art is blurred.
  • @media (max-width: 1280px) collapses 4-col to 2-col — verify at multiple viewport widths or write breakpoints to taste.
  • requestAnimationFrame continues running on hidden tabs throttled to 1Hz — for screenshot tools that don't actually display, animation may pause. Render once on first frame to ensure non-empty visual.
  • ctx.imageSmoothingEnabled = false does NOT affect fillRect — only drawImage. Pixel-by-pixel rendering is unaffected, but if you mix with sprite sheets, set this.
  • x | 0 truncation introduces 1px jitter on ranges crossing 0 — for negative coordinates use Math.floor(x) instead. For our usual range (positive coords on canvas), x | 0 is fine and faster.
  • Loop period not divisible by frame interval can cause perceptible step — for 60fps display, period 1000ms = 60 frames cleanly, period 4000ms = 240 frames cleanly. Period 4500ms = 270 frames (still fine but 7.5 frames per quarter is slight). Stick to round periods.
  • Palette interpolation gotcha — if you mix(colorA, colorB, t) and one channel has saturated value (255), interpolation can clip. Use HSL space for hue-shifting palettes; use RGB only for value-shift.
  • Background gradient overdraw — drawing H rows of full-width rect each frame is wasteful; pre-render to an offscreen canvas once on init, then drawImage per frame. For our use case (single canvas at 64×96 = 6144 pixels) it's fine; for larger canvases optimize.

Troubleshooting

| Symptom | Cause | Fix | |---|---|---| | Canvas appears blurry | Missing image-rendering: pixelated | Add to canvas CSS | | Animation snaps at loop boundary | First and last frame differ | Drive everything from t = (now % period) / period; use sin(t * TAU) | | Particles random per page-load | Math.random() instead of seeded hash | Replace with hash(seed_index) | | Two animations drift apart over time | Each accumulates own state | Both derive from performance.now() directly | | Color suddenly NaN/undefined | Hex parser fails on shorthand | Always use #RRGGBB, never #RGB | | Empty canvas in screenshot | Tab throttled, RAF paused | Call draw once on init outside RAF | | 2×2 layout when expecting 4×1 | Viewport <1280px, media query collapses | Adjust breakpoint or test at wider viewport | | Loop "stutters" at boundary | Period not divisible by frame interval | Use periods 1s/2s/4s/8s (clean for 60fps) | | Sub-pixel breathing not visible | Logical pixel grid too small | At 16×16, breathing is 1-2 pixel jumps; use 32+ |


Reference index

| Topic | File | |---|---| | Looped animation techniques (frame match, sub-pixel, parallax, particles, palette interp) | references/looped-animation-techniques.md | | Scene description 5-element framework + worked examples | references/scene-description-framework.md | | Three prompt registers (LLM / human / LoRA) | references/three-registers.md | | Cover-style canvas template (single + grid) | templates/single-cover.html, templates/grid-cover.html | | Common animation easing functions for pixel art | references/easing-curves.md | | Retouch-style production standard (8-layer composition) | references/retouch-style-guide.md | | Smoother animation via baking (Playwright + ffmpeg) | references/smoother-animation-baking.md |

Palette selection: use Design Seeds curated palettes

Before hand-picking colors, search the Design Seeds curated catalog (10 palettes covering moods nature / twilight / dawn / mystic / vintage / autumn / dreamy / dramatic):

# By tag
python ../pixel-art-studio/scripts/palette.py --search-tag twilight
python ../pixel-art-studio/scripts/palette.py --search-tag dramatic
python ../pixel-art-studio/scripts/palette.py --search-tag mystical

# By mood (free-form)
python ../pixel-art-studio/scripts/palette.py --mood "night warm"
python ../pixel-art-studio/scripts/palette.py --mood "romantic"
python ../pixel-art-studio/scripts/palette.py --mood "peaceful retreat"

The Design Seeds palettes are PRE-VALIDATED for visual harmony (artist-curated, hue-shifted, mood-coherent). Using one of these as the base palette saves the "color discipline" step entirely.

For cultural / hardware-authentic specific palettes (NES, GameBoy DMG, 五行, 오방색), use the bundled palettes in pixel-art-studio/scripts/palettes/.

Baking finished animations

Once your canvas animation is verified working at runtime, bake it to GIF / WebM-alpha / MP4 / PNG-sequence for archival distribution:

# Smooth GIF (30fps × 4s = 120 frames)
python ../pixel-art-studio/scripts/bake_animation.py http://localhost:9132/index-v2.html \
  --canvas-id c1 --period-ms 4000 --fps 30 --format gif -o twilight.gif

# WebM with alpha channel (transparent video for compositing into other media)
python ../pixel-art-studio/scripts/bake_animation.py http://localhost:9132/index-v2.html \
  --canvas-id c1 --period-ms 4000 --fps 30 --format webm-alpha -o twilight.webm

The bake samples t at any density you want, so output is SMOOTHER than runtime. See references/smoother-animation-baking.md for details.

Quality ga

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

No reviews yet — be the first.

Versions

  • v0.1.0 Imported from the upstream source.