
Godot Asset Generator
Generate 2D sprites, tilesets, and UI art via DALL-E, Replicate, or fal.ai and configure imports for Godot 4.x.
Overview
Godot Asset Generator is an agent skill for the Build phase that generates 2D game art through AI APIs and prepares sprites and tilesets for Godot 4.x import.
Install
npx skills add https://github.com/jwynia/agent-skills --skill godot-asset-generatorWhat is this skill?
- Full pipeline from concept/style guide to sprite sheets and Godot import settings
- Provider options: DALL-E, Replicate, fal.ai with documented API key env vars
- Covers characters, tilesets, UI icons, and batch animation frames
- Explicit 2D-only scope—no 3D model generation
- Requires Deno runtime per skill compatibility metadata
- Godot 4.x target
- Deno runtime required
- Three provider families: OpenAI, Replicate, fal.ai
Adoption & trust: 812 installs on skills.sh; 92 GitHub stars; 3/3 security scanners passed (skills.sh audits).
What problem does it solve?
You need consistent 2D game art fast but lack time to illustrate every sprite, tile, and UI icon by hand for Godot.
Who is it for?
Solo Godot 4.x devs with API keys who want a scripted generative art path from prompt to import-ready files.
Skip if: 3D assets, purely manual illustration sessions, or projects that cannot use external image APIs or Deno.
When should I use this skill?
Creating game art, generating sprites, making tilesets, UI elements, or preparing assets for Godot import (per SKILL.md When to Use).
What do I get? / Deliverables
You receive AI-generated assets organized for Godot import—sprites, sheets, tilesets, or UI elements—aligned to a style guide when you define one.
- Generated 2D image assets
- Sprite sheet or tileset layouts
- Godot import configuration guidance
Recommended Skills
Journey fit
How it compares
Skill-packaged generative pipeline for Godot—not a general-purpose MCP image server or in-editor-only pixel tool.
Common Questions / FAQ
Who is godot-asset-generator for?
Independent Godot developers who want API-driven 2D asset creation with import guidance baked into the agent workflow.
When should I use godot-asset-generator?
During Build when generating sprites, tilesets, UI elements, or animation frame batches—and when preparing those files for Godot 4.x import.
Is godot-asset-generator safe to install?
It requires network access and API secrets; review the Security Audits panel on this page and rotate keys used with third-party generation providers.
SKILL.md
READMESKILL.md - Godot Asset Generator
# Godot Asset Generator Generate game assets using AI image generation APIs and prepare them for use in Godot 4.x. This skill covers the complete art pipeline from concept to Godot-ready sprites. ## When to Use This Skill Use this skill when: - Generating game sprites, characters, or objects using AI - Creating tilesets for platformers or top-down games - Generating UI elements, icons, or menu assets - Batch-generating animation frames - Preparing AI-generated assets for Godot import - Creating consistent asset sets with style guides Do NOT use this skill when: - Creating 3D models or textures (2D assets only) - Manual pixel art or illustration (use art software) - Complex frame-by-frame animation (use animation tools) - Working with existing assets (use Godot directly) ## Prerequisites **Required:** - Deno runtime installed - At least one API key: - `OPENAI_API_KEY` for DALL-E 3 - `REPLICATE_API_TOKEN` for Replicate (SDXL, Flux) - `FAL_KEY` for fal.ai **Optional:** - ImageMagick for advanced image processing - Godot 4.x project for import file generation ## Quick Start ### Generate a Single Image ```bash deno run --allow-env --allow-net --allow-write scripts/generate-image.ts \ --provider dalle \ --prompt "pixel art knight character, front view, 16-bit style, transparent background" \ --output ./assets/knight.png ``` ### Batch Generate Animation Frames ```bash deno run --allow-env --allow-net --allow-read --allow-write scripts/batch-generate.ts \ --spec ./batch-spec.json \ --output ./generated/ ``` ### Create Sprite Sheet ```bash deno run --allow-read --allow-write scripts/pack-spritesheet.ts \ --input ./generated/*.png \ --output ./sprites/player-sheet.png \ --columns 4 ``` ## Core Workflow ### Phase 1: Style Definition Define your art style before generating assets: 1. **Choose Art Style**: Pixel art, hand-drawn, painterly, or vector 2. **Create Style Guide**: Document colors, modifiers, and constraints 3. **Test Prompts**: Generate samples to validate style consistency ```json { "style": "pixel-art", "resolution": 64, "palette": "limited-16-colors", "modifiers": "16-bit, no anti-aliasing, clean pixels" } ``` ### Phase 2: Asset Generation Generate assets using the appropriate provider: 1. **Single Assets**: Use `generate-image.ts` for individual images 2. **Batch Assets**: Use `batch-generate.ts` for multiple related assets 3. **Iterate**: Refine prompts based on results ### Phase 3: Post-Processing Prepare raw AI output for game use: 1. **Background Removal**: Extract sprites from backgrounds 2. **Color Correction**: Normalize palette if needed 3. **Resize**: Scale to exact game resolution 4. **Trim/Pad**: Remove whitespace, add sprite padding ```bash deno run --allow-read --allow-write scripts/process-sprite.ts \ --input ./raw/knight.png \ --output ./processed/knight.png \ --remove-bg \ --resize 64x64 \ --filter nearest ``` ### Phase 4: Godot Integration Prepare assets for Godot import: 1. **Pack Sprite Sheets**: Combine frames into optimized sheets 2. **Generate Import Files**: Create `.import` with optimal settings 3. **Config