
Pixel Art Sprites
Size and structure character pixel sprites with chibi vs realistic proportions, row bands, and silhouette rules for a 2D game build.
Overview
pixel-art-sprites is an agent skill for the Build phase that defines pixel character sizes, proportion templates, row structure, and silhouette checks for 2D sprites.
Install
npx skills add https://github.com/omer-metin/skills-for-antigravity --skill pixel-art-spritesWhat is this skill?
- Common sprite sizes from 8×8 through 64×64 with use-case mapping (platformer vs boss)
- Chibi vs realistic proportion templates with numeric height ratios for head, torso, and legs
- 32×32 row-band structure for head, torso, upper legs, and lower legs
- Silhouette test workflow: solid fill, recognizability, and front/back readability
- Sprite size ladder: 8×8, 16×16, 32×32, 64×64
- 32×32 character uses four 8px row bands (head through feet)
Adoption & trust: 1k installs on skills.sh; 89 GitHub stars; 3/3 security scanners passed (skills.sh audits).
What problem does it solve?
You are drawing game characters but sprites look inconsistent across sizes and poses because you lack a shared proportion and grid structure.
Who is it for?
Solo indie game builders defining character specs before pixel animation or engine sprite import.
Skip if: 3D mesh pipelines, vector UI icons for SaaS dashboards, or photo-real asset workflows.
When should I use this skill?
Defining or reviewing 2D character pixel dimensions, proportions, and sheet structure for a game project.
What do I get? / Deliverables
You leave with chosen canvas sizes, chibi or realistic ratio constants, a row-band layout for 32×32 characters, and a silhouette validation ritual before animation.
- Proportion template (chibi or realistic)
- Row-band layout spec for target resolution
- Silhouette checklist outcome
Recommended Skills
Journey fit
Sprite conventions are applied while implementing art assets during the build phase of a game or interactive product. Character sheets and animation frames are visual frontend/game-client assets even when drawn in external editors.
How it compares
Use structured sprite proportions instead of generic “make pixel art” prompts that ignore grid size and readability tests.
Common Questions / FAQ
Who is pixel-art-sprites for?
Indie developers and solo builders creating 2D pixel games who need character dimension and proportion standards for agents or art handoff.
When should I use pixel-art-sprites?
During Build when locking sprite resolution for a platformer or RPG, splitting a character sheet into head/torso/leg rows, or validating readability before animating walk cycles.
Is pixel-art-sprites safe to install?
It is reference patterns only with no shell or network behavior—still review the Security Audits panel on this Prism page before adding any skill to your agent.
SKILL.md
READMESKILL.md - Pixel Art Sprites
# Pixel Art & Sprites ## Patterns --- #### **Name** Character Sprite Structure #### **Description** Standard proportions and sizing for game characters #### **Example** // Character sprite sizing guide /* COMMON SPRITE SIZES: 8x8 - Small details, items, bullets 16x16 - Classic platformer (Mario, Megaman) 32x32 - Modern pixel art standard (Celeste, Shovel Knight) 64x64 - Large characters, bosses */ // Character proportion templates: // CHIBI STYLE (16x16 to 24x24) // Head: 50% of height // Body: 50% of height // Ideal for: platformers, action games const chibiProportions = { headHeight: 0.5, bodyHeight: 0.5, armLength: 0.3, legLength: 0.25 }; // REALISTIC STYLE (32x32 to 64x64) // Head: 1/6 to 1/8 of height // Body: Realistic proportions // Ideal for: RPGs, strategy games const realisticProportions = { headHeight: 0.15, torsoHeight: 0.35, legHeight: 0.5 }; // SPRITE STRUCTURE (32x32 character example) /* Row 0-7: Head (8px) - Hair, face, expressions Row 8-15: Torso (8px) - Arms, clothing, equipment Row 16-23: Upper legs (8px) - Belt, hands Row 24-31: Lower legs (8px) - Feet, ground contact SILHOUETTE TEST: 1. Fill sprite with solid color 2. Is the character still recognizable? 3. Can you tell front from back? 4. Does the pose read clearly? */ // Animation frame counts by action const standardFrameCounts = { idle: 4, // Subtle breathing/movement walk: 6, // 3 per leg step run: 6, // Faster version of walk jump: 3, // Anticipation, air, land attack: 4, // Wind-up, swing, contact, recovery hurt: 2, // Recoil, recovery death: 5 // Impact + collapse }; --- #### **Name** Walk Cycle Animation #### **Description** Classic 4-6 frame walk cycle construction #### **Example** // Walk cycle frame breakdown (4-frame minimal) /* FRAME 1: Contact (right foot forward) - Right leg extended forward - Left leg extended backward - Arms opposite to legs (left forward) - Torso at lowest point FRAME 2: Passing (right leg passing) - Right leg under body - Left leg pushing off - Arms at sides - Torso at highest point FRAME 3: Contact (left foot forward) - Mirror of Frame 1 - Left leg extended forward - Right leg extended backward FRAME 4: Passing (left leg passing) - Mirror of Frame 2 - Left leg under body - Right leg pushing off */ // Sprite sheet organization class WalkCycleSheet { constructor(frameWidth, frameHeight, framesPerDirection) { this.frameWidth = frameWidth; this.frameHeight = frameHeight; this.framesPerDirection = framesPerDirection; // Standard 4-direction layout this.directions = { down: 0, // Row 0: Walking toward camera left: 1, // Row 1: Walking left right: 2, // Row 2: Walking right up: 3 // Row 3: Walking away }; } getFrame(direction, frameIndex) { const row = this.directions[direction]; const col = frameIndex % this.framesPerDirection; return { x: col * this.frameWidth, y: row * this.frameHeight, width: this.frameWidth, height: this.frameHeight }; } } // Animation timing const walkAnimation = { frames: [0, 1, 2, 3], frameTime: 150, // ms per frame // For run: faster frame time runFrameTime: 100, // For idle: slower, maybe skip frames i