Install
$ agentstack add skill-mrcalderon3d-everything-game-dev-code-sprite-pipeline ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo 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.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
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
- define sprite categories, naming convention, and folder structure
- set resolution, pixel density, and import settings per category
- establish sprite sheet layout rules (grid size, padding, pivot points)
- configure atlas packing groups and max atlas size per platform
- 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
Related Agents
- 2d-artist
- technical-artist
- performance-reviewer
Related Commands
- art-2d-pass
- unity-placeholders
- perf-budget
Related Skills
- generated-raster-asset-pipeline
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
- If sprite assets are generated with an image model, pair this skill with
generated-raster-asset-pipelineso transparency, crop cleanliness, display size, and body-size expectations are validated before acceptance.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: MRCalderon3D
- Source: MRCalderon3D/everything-game-dev-code
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.