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Add Assets

  • 534 installs
  • 305 repo stars
  • Updated May 25, 2026
  • opusgamelabs/game-creator

Add Assets is a game development skill that automatically generates and integrates 2D pixel art sprites, animations, and audio into game projects for developers who need to replace geometric placeholder shapes with recog

About

Add Assets is a skill from opusgamelabs/game-creator at version 1.3.0 under the MIT license. It replaces geometric shapes with pixel art sprites—recognizable characters, enemies, and items with optional animation—inside 2D game projects. Developers trigger Add Assets when they say add sprites, replace shapes with real art, add pixel art, or make characters look real; 3D model work routes to add-3d-assets instead. The skill accepts an optional path-to-game argument, prioritizes thorough validation over speed, and tags workflows for game, sprites, pixel-art, characters, and 2D scopes. Reach for Add Assets during visual polish passes on AI-assisted game prototypes.

  • AI-driven asset generation for sprites, models, textures, and sound effects
  • Seamless integration into existing Godot, Unity, or custom game codebases
  • Automated import and optimization pipeline for game-ready assets
  • Supports both 2D pixel art and 3D model workflows
  • Reduces manual asset creation time by producing production-ready files

Add Assets by the numbers

  • 534 all-time installs (skills.sh)
  • +15 installs in the week ending Aug 4, 2026 (Skillselion tracking)
  • Ranked #44 of 247 Game Development skills by installs in the Skillselion catalog
  • Data as of Aug 4, 2026 (Skillselion catalog sync)
npx skills add https://github.com/opusgamelabs/game-creator --skill add-assets

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Listed on Skillselion
Installs534
repo stars305
Last updatedMay 25, 2026
Repositoryopusgamelabs/game-creator

How do you add pixel art sprites to a 2D game?

Automatically generate and integrate 2D/3D assets, sprites, animations, and audio into their game project using AI agents.

Who is it for?

Developers building 2D games with placeholder geometry who want AI-generated pixel art sprites and animations integrated automatically.

Skip if: Developers working on 3D models, gameplay logic changes, or projects that should keep primitive placeholder shapes.

When should I use this skill?

The user says add sprites, replace shapes with real art, add pixel art, make characters look real, or add 2D game assets.

What you get

Integrated pixel art sprites, character and enemy artwork, optional animations, and replaced placeholder shapes in the game project.

  • pixel art sprites
  • character and enemy artwork

By the numbers

  • Skill metadata version 1.3.0
  • MIT license from OpusGameLabs

Files

SKILL.mdMarkdownGitHub ↗

Performance Notes

  • Take your time to do this thoroughly
  • Quality is more important than speed
  • Do not skip validation steps

Add Assets

Replace basic geometric shapes (circles, rectangles) with pixel art sprites for all game entities. Every character, enemy, item, and projectile gets a recognizable visual identity — all generated as code, no external image files needed.

Instructions

Analyze the game at $ARGUMENTS (or the current directory if no path given).

First, load the game-assets skill to get the full pixel art system, archetypes, and integration patterns.

Step 1: Audit

  • Read package.json to identify the engine (Phaser or Three.js — this skill is Phaser-focused)
  • Read src/core/Constants.js to understand entity types, colors, and sizes
  • Read all entity files (src/entities/*.js) and find every generateTexture(), fillCircle(), fillRect(), or fillEllipse() call that creates an entity sprite
  • Read scene files to check for inline shape drawing used as game entities
  • List every entity that currently uses geometric shapes

Step 2: Plan

Present a table of sprites to create:

EntityArchetypeGridFramesDescription
Player (personality)Personality32x481-4Caricature of [name], scale 4
Player (generic)Humanoid16x164...
Enemy XFlying16x162...
PickupItem8x81...

If the game features a real person or named personality, default to the Personality archetype for the player character. This uses a 32x48 grid at scale 4 (128x192px rendered, ~35% of canvas height) — large enough to recognize the personality at a glance.

Choose the palette that best matches the game's existing color scheme:

  • DARK — gothic, horror, dark fantasy
  • BRIGHT — arcade, platformer, casual
  • RETRO — NES-style, muted tones

Grid sizes range from 8x8 (tiny pickups) through 16x16 (standard entities) to 32x48 (personality characters). Named characters always use the Personality archetype to ensure the meme hook — recognizing the person — lands immediately.

Step 3: Implement

1. Create src/core/PixelRenderer.js — the renderPixelArt() and renderSpriteSheet() utility functions 2. Create src/sprites/palette.js — the shared color palette 3. Create sprite data files in src/sprites/:

  • player.js — player idle + walk frames
  • enemies.js — all enemy type sprites and frames
  • items.js — pickups, gems, hearts, etc.
  • projectiles.js — bullets, fireballs, bolts (if applicable)

4. Update each entity constructor:

  • Replace fillCircle() / generateTexture() with renderPixelArt() or renderSpriteSheet()
  • Add Phaser animations for entities with multiple frames
  • Adjust physics body dimensions if sprite size changed (setCircle() or setSize())

5. For static items (gems, pickups), add a bob tween if not already present

Step 4: Verify

  • Run npm run build to confirm no errors
  • Check that collision detection still works (physics bodies may need size adjustments)
  • List all files created and modified
  • Remind the user to run the game and check visuals
  • Suggest running /game-creator:qa-game to update visual regression snapshots since all entities look different now

Example Usage

Standard game

/add-assets examples/asteroid-dodge

Result: Audits all entities using geometric shapes → creates src/sprites/ with player, asteroids, and gem pixel art → replaces fillCircle()/fillRect() with renderPixelArt() → collision bounds adjusted.

Personality game (from tweet)

/add-assets examples/nick-land-dodger

Result: Detects named personality → uses 32x48 Personality archetype at scale 4 → recognizable caricature as player character → enemies and items get themed pixel art.

Troubleshooting

Sprites appear but are wrong size

Cause: Pixel art dimensions don't match original hitbox. Fix: Keep sprite dimensions close to the original fillRect/fillCircle size. Adjust collision bounds if needed.

Sprites don't appear

Cause: Canvas texture not created before first render frame. Fix: Generate textures in scene preload() or create(), not in update().

Next Step

Tell the user:

Your game entities now have pixel art sprites instead of geometric shapes! Each character, enemy, and item has a distinct visual identity.

>

Files created:
- src/core/PixelRenderer.js — rendering engine
- src/sprites/palette.js — shared color palette
- src/sprites/player.js, enemies.js, items.js — sprite data

>

Run the game to see the new visuals. If you have Playwright tests, run /game-creator:qa-game to update the visual regression snapshots.

Related skills

How it compares

Use Add Assets for 2D pixel art sprite replacement; use add-3d-assets when the game needs three-dimensional models instead.

FAQ

Does Add Assets handle 3D models?

Add Assets is for 2D pixel art sprites, characters, enemies, and items with optional animation. Three-dimensional model work should use the add-3d-assets skill instead of Add Assets.

What version is the Add Assets skill?

Add Assets is version 1.3.0 from OpusGameLabs under the MIT license in the opusgamelabs/game-creator repository. It replaces geometric placeholders with recognizable pixel art in 2D game projects.

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