game-assets
Plan games and create, edit, upgrade, animate, and prepare production-ready game assets with Meowa. Use for Game Designer research and design documents, pixel or HD sprites, consistent variants, multi-view or Spine characters, UI sheets, image and frame edits, Pindou bead art, textures, terrain tile
By meowa-ai · 890 installs
npx skills add meowa-ai/meowa-skills --skill game-assets
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Meowa Game Assets
Plan a game or create game ready visual and audio assets. For game concepts, systems, balance, market research, or structured design documents, use the Game Designer module. For assets, establish the final asset contract first, choose the smallest suitable capability, and combine modules only when the downstream command accepts the upstream output.
Establish the asset contract
Determine these requirements before selecting a command:
Runtime asset type: sprite, prop, UI, texture, tileset, map layer, animation, video, sound, or music.
Art representation: pixel or HD.
Final dimensions, sprite cell size, count, aspect ratio, transparency, and file format.
Deliverable structure: one asset, a variant pack, sprite sheet, directional set, layer set, animation, or reusable atlas.
Treat preset defined dimensions and output counts as fixed contracts. Do not imply that prompt wording can override them.
Write simple natural language prompts
Meowa capabilities use advanced generative models that understand ordinary natural language. Describe the required asset as simply and clearly as possible. Include only details that materially affect the deliverable, such as the subject, action, viewpoint, material, or relationship between elements.
Do not use legacy diffusion style prompt engineering: no long keyword stacks, separate positive and negative prompt blocks, repeated quality terms, token weights, sampler syntax, or excessive camera and rendering jargon. These additions can interfere with the model's own interpretation and reduce consistency. Start with the shortest sufficient prompt, inspect the result, and add one necessary constraint at a time only when the output proves it is needed.
Apply game art fundamentals
Pixel art
Treat the pixel grid as part of the design, not merely as image resolution.
Keep animated characters, monsters, and similar frame based assets at 128×128 or smaller whenever practical. Larger pixel assets raise animation cost and often reduce generation or frame edit consistency. Reserve larger pixel canvases mainly for maps, character illustrations, portraits, and other assets that do not need frame animation.
When padding a 64px pixel character for animation, prefer a final canvas no larger than 128×128. Padding may be set independently on the top, down, left, and right, but a pixel animation canvas above 256px on either axis is invalid and must not be submitted.
When visual inspection is available, inspect the character bounds, facing direction, and intended motion before choosing animation padding. Leave some top space for jumps and some forward space for attacks; use only enough room for the action rather than making every canvas unnecessarily large.
Treat pixel assets generated by Meowa as already perfectly pixelated. Do not run standalone pixelation on them again.
Use pixel native generation, editing, cleanup, and animation paths for pixel assets.
Preview only at integer zoom with nearest neighbor sampling. Never smooth or shrink pixel art merely for display.
Inspect transparency and every sprite sheet cell at native resolution.
HD art
Treat resolution tiers as canvas and detail choices, not guarantees of one universal pixel dimension unless a preset defines it.
Preserve smooth contours, material rendering, lighting, silhouette, and transparent edge quality.
Choose aspect ratio and composition for the asset's gameplay use rather than for presentation convenience.
Do not treat ordinary downscaling as pixel art production. Use pixel conversion only when conversion is explicitly requested, and validate the result as a new pixel asset.
Inspect actual output dimensions and alpha after generation or editing.
Shared production rules
Use transparency only when the runtime asset needs it; backgrounds and repeatable terrain materials may intentionally remain opaque.
Keep style, scale, camera, palette, light direction, and anchor conventions consistent across related assets.
For HD Isometric and HD Hex tiles, preserve the generated transparent canvas and center anchor, use smooth sampling, and take the footprint from the generation mode: standard = 1×1 , tetraploid = 2×2 . Never infer footprint from the outer PNG size. Read the exact placement contract in [Maps, tiles, and textures](references/maps tiles and textures.md) before assembly.
Treat source images and downloaded references as inputs, never as generated deliverables.
Meowa animation with background removal delivers both removed background and retained background final animations; keep both.
Prefer a specialized capability over a generic image path.
Validate the asset at its intended gameplay scale, not only in a large preview.
Follow common pixel and HD workflows
Pixel workflow
1. Characters and props: use preset driven pixel gen run when exact sprite dimensions or the highest available pixel quality matter. Select the target resolution first, describe one readable asset, and add a reference image when art direction or identity must match an existing game.
2. Custom size assets: use custom size pixel gen run when the user needs one object at a width and height that no fixed preset provides, or wants to regenerate one source image as pixel art at a specified size. Do not use it for asset packs. Prefer text only generation for stability; reference guided generation is less reliable, especially for complex sources. Read the prompt and reference guidance in [Pixel and HD assets](references/pixel and hd assets.md) before running it.
3. Large pixel assets: use large pixel gen run for larger scenes, illustrations, portraits, buildings, and other compositions that do not fit a small sprite preset.
4. Low cost sprite batches and prototypes: use the general pixel canvas through pixel universal gen run when speed, volume, and low cost matter more than exact per sprite sizing or maximum fidelity. Its built in 4:3 xlarge mode is optimized for asset packs and provides a freer canvas for generating many differently sized assets at once. Its pixel quality is still lower than preset driven pixel generation.
5. Pixel Universal Generation: the same command is the pixel art counterpart to a general Nano Banana style image workflow. It uses a large 4:3 canvas and supports a normal composition or a top down game view. Typical uses include converting HD artwork into a new pixel composition, generating pixel scenes or character illustrations, and designing multi stage building upgrade artwork.
6. Animation: animate only after the character or prop design is stable. Before running, follow the high quality animation workflow in [Animation and video](references/animation and video.md); it defines prompt preparation, automatic prompt enhancement, size based mode routing, and mandatory transparent motion space.
Do not run standalone pixelation after any Meowa pixel generation command. Pixel outputs are already perfectly pixelated.
HD workflow
1. Characters and props: use an HD preset when the deliverable needs a controlled asset family, count, or composition, and use references for style or identity consistency.
2. General or batch generation: use nano banana run or image 2 run for scenes, illustrations, portraits, sprite sheets, and batches of art assets. Default both to a shared 1K, 1:1 square canvas so a prompt or composition can move between them. Start Image 2 with standard for inexpensive prompt testing, then rerun an approved prompt with detailed . These paths prioritize composition freedom and throughput over a preset asset contract.
3. Automatic background removal and component segmentation: use ui gen run when an HD asset sheet should be generated with background removal and automatic component detection. It can generate UI, ordinary art assets, or a sprite sheet; the result depends primarily on the prompt, not on the name of the module. The public final media remains one aggregate sheet accompanied by component segmentation data.
4. Animation: finalize the still asset before animation, then follow the prompt, mode routing, and motion canvas checks in [Animation and video](references/animation and video.md). Use meowa animation run for the new 8/16/24/32 frame Pixel or HD path, or animate run for the established frame animation path. For an ordinary but complex action, prepare intermediate poses and use keyframes run before considering video. Use video run only as a fallback for motion that frame animation cannot represent or when higher video resolution is required.
Understand the modules
Module Responsibility Typical role in a production chain
[CLI setup and authentication](meowart api.md) Install the runner, configure a Meowa account key locally, and verify the first authenticated request Read for a new installation or missing authentication
[Capability routing](references/capability routing.md) Select the correct capability and public command Read first for every task
[Game Designer](references/game design.md) Research and develop a game concept into persistent Markdown design documents Use for planning, critique, mechanics, balance, content, or game design research
[Pixel and HD assets](references/pixel and hd assets.md) Create base assets and directional characters; perform background removal or pixel conversion Feed finalized still assets into editing or animation
[UI and image editing](references/ui and image editing.md) Generate UI sheets, create consistent upgrade variants, extract an aggregate UI sheet, and edit still images or animated frames Refine or branch an existing visual asset without changing its media role
[Maps, tiles, and textures](references/maps tiles and textures.md) Create repeatable materials, terrain atlases, isometric or hex tiles, and side scrolling layers Build environment assets from materials through map ready outputs
[Animation and video](references/animation and video.md) Create seamless image loops, sprite animation, or short video clips Consume a stable, finalized still asset
[Audio](references/audio.md) Create sound effects, coherent sound packs, music direction, and rendered tracks Add audio after gameplay timing and visual direction are known
[Running and outputs](references/running and outputs.md) Execute safely, recover interrupted jobs, validate outputs, and hand off final files Apply to every module
Combine modules deliberately
Use these common chains only when each downstream module accepts the preceding file:
Pixel character: preset discovery → exact size pixel generation → still edit or background cleanup → directional views when required → sprite animation.
Large pixel composition: large pixel preset discovery → large pixel gen run → still edit when required.
General pixel composition: pixel universal gen run with a normal or top down view → still edit when required → animate only when the resulting asset is suitably small.
HD character or prop: HD generation → still edit → optional background removal → sprite animation or short video.
HD batch: nano banana run or image 2 run → inspect the generated asset arrangement → use ui gen run instead when automatic background removal and component segmentation are required.
Consistent upgrades or variants: inspect and minimally pad the source canvas when the largest requested change needs more room → use one click upgrade prompts for a concise editable prompt list → run one click upgrade run with the reviewed prompts → compare style, scale, anchor, and dimensions across every result.
Existing animation: animated frame editing. Do not regenerate it as a new animation unless the user asks for a new motion design.
Environment materials: search and download a standard 64×64 texture reference, or generate a new 64×64 seamless texture → choose a foreground only, backgroun