# Sprite Pipeline

> Define import, slicing, atlas packing, and naming rules for 2D sprite assets.

- **Type:** Skill
- **Install:** `agentstack add skill-mrcalderon3d-everything-game-dev-code-sprite-pipeline`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [MRCalderon3D](https://agentstack.voostack.com/s/mrcalderon3d)
- **Installs:** 0
- **Category:** [Agent Skills](https://agentstack.voostack.com/c/agent-skills)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [MRCalderon3D](https://github.com/MRCalderon3D)
- **Source:** https://github.com/MRCalderon3D/everything-game-dev-code/tree/main/skills/art-audio-content/sprite-pipeline

## Install

```sh
agentstack add skill-mrcalderon3d-everything-game-dev-code-sprite-pipeline
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## 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
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

## 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-pipeline` so 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](https://github.com/MRCalderon3D)
- **Source:** [MRCalderon3D/everything-game-dev-code](https://github.com/MRCalderon3D/everything-game-dev-code)
- **License:** MIT

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

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-mrcalderon3d-everything-game-dev-code-sprite-pipeline
- Seller: https://agentstack.voostack.com/s/mrcalderon3d
- Browse the marketplace: https://agentstack.voostack.com/browse

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Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
