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
Source repository · Upstream listing
Meowa Game Assets
For playable TypeScript/Three.js games, use the developer only beta [Game development workbench](references/game development.md). It supports a separate owned game library, idea based creation without automatic execution, development tasks, activity replay, cancellation, private previews, owned image imports, saved source export, and explicit publishing/unpublishing when enabled. Publish only when the user requests public access.
For coordinate based map expansion, use image expander run ; for editable expansion prompts, use image expander prompt ; for selected final tile exports, use image expander export . See [maps, tiles, and textures](references/maps tiles and textures.md) for matching canvas parameters and neighbor coordinates.
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.
For Image2.5 free native background removal, see [Transparent asset tips](references/pixel and hd assets.md image25 transparent asset tips).
For HD frame animation V2, auto scale to input (default off, no extra credits) restores the final animation to the input dimensions with smooth scaling and retains the original animation as a second output. With background removal, only the final transparent animation is resized.
For V2 first frame or first/last frame animation, prefer leaving audio description empty with prompt optimization enabled so polishing selects the main sound effect from the action. If writing it yourself, briefly describe only the principal sound, not the action sequence. Outputs are lossless WebP plus a separate WAV when audio is generated; see [animation audio and timing](references/animation and video.md frame animation v2 audio and timing).
Establish the asset contract
Determine these requirements before selecting a command:
Runtime asset type: sprite, prop, UI, texture, tileset, map layer, animation, video, sound, music, or spoken line.
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.
Single image jobs return only the final image. Separate pack previews are available only for multiple final images.
Treat preset defined dimensions and output counts as fixed contracts. Do not imply that prompt wording can override them.
Choose general generation or a template
General generation (通用生成) is the most flexible, direct image API path. Use general image run generation model image 2.5 image 2 nano banana (default Image2.5). No asset template is imposed: the prompt and optional reference images define the subject, style, count, and composition. It can handle almost any image task, including nine props in one sheet, a character, a complete UI, or a game background, in HD or pixel style.
general image run replaces the three model specific commands. Existing users can continue using them with unchanged parameters and defaults:
Legacy command Unified command
image 2.5 run general image run generation model image 2.5
image 2 run general image run generation model image 2
nano banana run general image run generation model nano banana
Use general image poll job id <id to recover any of these jobs; image 2.5 poll , image 2 poll , and nano banana poll remain compatible. The backend route /api/gemini/jobs is a legacy name shared by all three models; the public capability is General generation, not Gemini generation.
For a local edit marked by a user supplied mask, send the original and mask as ordered references through Nano Banana general generation. Read [mask guided editing](references/ui and image editing.md edit a user marked region with nano banana) for the input order and prompt.
Nano Banana does not offer 21:9 or 9:21 aspect ratios.
Template driven HD and pixel generation adds a template's style, layout, size, and count constraints. Before using any template dependent capability, tell the user that a template must be selected, discover the current catalog, and list suitable options for their request with the available size, count, style, and preview information. Let the user choose; use an already specified template without asking again. If the available styles do not fit, offer general generation with their prompt and references.
General generation's pixel style does not guarantee the exact sprite dimensions or pixel grid cleanup of a pixel workflow. Inspect those properties before promising a game ready sprite. See [Capability routing](references/capability routing.md) for discovery commands and capability selection.
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 enforce the chosen path's limit: 256px per side for established Standard, 320px for Advanced or frame animation V2.
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 assets from Meowa pixel generation workflows as already perfectly pixelated. Do not run standalone pixelation on them again.
Use pixel native paths when their style and output contract fit; use general generation for a freer pixel style when templates do not fit.
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 when its style and output contract fit the request; otherwise use general generation.
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. Choose V1 or V2 with the [animation routing comparison](references/capability routing.md choose v1 or v2 animation), then follow [Animation and video](references/animation and video.md) for source preparation and V2 frame review and cleanup.
Do not run standalone pixelation after any Meowa pixel generation command. Pixel outputs are already perfectly pixelated.
HD workflow
1. Characters and props: HD GEN character (2×2) and asset pack (4×4) presets default to Image2.5 / Standard / 1K. Generation includes one template reference; default total is 3 credits, plus 2 per uploaded reference. Native background removal is free (none or standard only). 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 general image run (default Image2.5; select Image2 or Nano Banana with generation model ) for scenes, illustrations, portraits, sprite sheets, UI, and batches of art assets. These paths prioritize prompt and reference freedom over a preset asset contract. See [Pixel and HD assets](r