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Guide · Agent skill

How to use the Game Asset Pipeline agent skill (asset-pipeline)

Updated · written with AI from the project's own documentation and checked against our catalogue data

The asset-pipeline skill teaches an AI agent to convert raw art, whether AI-generated or hand-made, into the exact size, frame layout, orientation, transparency, palette and file format a game expects. This guide is for indie developers, artists and modders who have never used an agent skill before. By the end you will know what the skill does, how to install it, how to ask for work in plain language, and which checks to run before you ship an asset.

Game Asset Pipelinerehan-remade/universal-modder · MIT

Quick start

  1. 1Download the ZIP. Download the asset-pipeline skill ZIP from this page.
  2. 2Install the skill. Unzip it into ~/.claude/skills/ for personal use, or into a project's .claude/skills/ folder, or upload it under Settings → Capabilities → Skills in the Claude apps.
  3. 3Install the prerequisites. Make sure the 'um' tool is installed and that Blender is on PATH or set through BLENDER if you need 3D rendering.
  4. 4Ask for an asset. Describe the game, the target size and the result you want, such as a 64x26 item sprite or a 16-heading isometric unit.
  5. 5Check the target format. Let the agent inspect the game's existing assets and record frame size, orientation, alpha and format in MODLOG.md.
  6. 6Test in the game. Convert one asset, screenshot it next to stock art, fix any scale or pivot problems, then batch-convert the rest.

What does the asset-pipeline skill make the agent do?

The skill focuses on turning art into files a game can load. Generation tools make pictures; this skill makes the files the game accepts. It covers sprite cutout, trimming, nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player or team-colour masks, seamless textures, and rendering a 3D model into sprite frames from a game-style camera.

The agent runs the project's own 'um' command-line tool for these jobs. It is also told to check the game's existing assets first and to test converted files in the game before shipping.

  • Cut out flat or shadowed backgrounds to transparency
  • Trim and fit sprites to exact frame sizes without blurring pixel art
  • Pixelate painted art to a limited palette with an outline
  • Build sprite sheets or strips and slice them back apart
  • Create player-colour masks and seamless textures
  • Render a 3D model into 8 or 16 headings, side view or top-down frames with Blender

How do you install the asset-pipeline skill?

Download the skill ZIP from this page. The skill ships as a single file, SKILL.md, inside the asset-pipeline folder. Unzip it into one of two places depending on how you use your agent.

For a personal setup, unzip it into ~/.claude/skills/. For a single project, unzip it into the project's .claude/skills/ folder so it only applies there. In the Claude apps, you can instead upload the skill under Settings → Capabilities → Skills.

  • Personal: ~/.claude/skills/
  • Per project: .claude/skills/ inside your project folder
  • Claude apps: Settings → Capabilities → Skills, then upload

What do you need installed before it works?

The skill depends on several tools. Without them, the commands fail. Check these before your first request.

The 'um' command-line tool must provide the 'um sprite', 'um render3d', 'um fal' and 'um win' subcommands. Blender must be installed and either on your PATH or set through the BLENDER environment variable, which is needed only for 3D rendering. Image, 3D model and texture generation use fal API access through the fal-assets and fal commands.

  • The 'um' tool with the sprite, render3d, fal and win subcommands
  • Blender, on PATH or set via the BLENDER environment variable (3D rendering only)
  • fal API access for image, 3D model and texture generation
  • Python with UnityPy, only if you convert a guest game's Unity assets
  • Optional: texconv (DirectXTex) or ImageMagick 'magick' for DDS textures

How do you ask the agent to use it?

You do not need special syntax. The skill triggers when you ask for sprites, sprite sheets, animation frames, isometric unit sprites or icons for a game, or when you have just generated assets and want them converted. Describe the target game or engine and the size you need if you know it.

Good requests name the result and the constraint. The agent will read the game's existing assets first and record the target format in MODLOG.md.

  • Make a 64x26 sprite of this item with a transparent background from raw.png
  • Turn these three generated frames into a Terraria-style vertical strip
  • Render this GLB as 16-heading isometric sprites for my RTS unit
  • Make a blue team-colour mask for this unit sprite
  • Pixelate this painting to 32x32 with 16 colours and a dark outline

What commands does the skill use for 2D sprites?

For 2D work the agent chains small commands. Each one has a --help flag with examples. Use nearest-neighbour scaling for pixel art and scale it only once, to its final size. For painted or HD art, use fit --smooth instead.

  • um sprite info raw.png shows size, alpha coverage and corner colour
  • um sprite cutout raw.png cut.png removes a flat background
  • um sprite fit cut.png item.png --size 64x26 --hard-alpha trims and scales once
  • um sprite pixelate cut.png px.png --size 32x32 --colors 16 --outline makes pixel art
  • um sprite sheet sheet.png frames/*.png --vertical builds a strip
  • um sprite preview item.png look.png --scale 6 lets you inspect the result
um sprite cutout raw.png cut.png --grey 150 --keep-top 0.8

How do you turn a 3D model into sprite frames?

The skill can render a 3D model from a game's own camera so every angle and animation stays consistent. Pick a preset that matches your game. Set --length to the model's longest horizontal side in pixels at 1x so it matches stock units, and use --forward-yaw to turn the model so its nose faces +X. Check the first frame after each change.

Presets are aoe2 (16 headings, clockwise from east), iso8 (8 headings), trueiso (35.264° camera), topdown (8 headings), side (right and left facings) and turntable (24 perspective frames, for promo or icon spins). Motions include bob, walk, lunge, die, wreck and spin. Add --shadows if your engine keeps shadows in a separate layer.

  • Presets: aoe2, iso8, trueiso, topdown, side, turntable
  • Motions: bob, walk, lunge, die, wreck, spin
  • Cycles uses the GPU when available
  • Dark textures: raise --sun or --ambient, or brighten in post
um render3d assets/gen/unit.glb frames/ --preset aoe2 --length 80 --forward-yaw -90 --anims idle:10:bob,walk:12:walk,attack:16:lunge,death:20:die --shadows --samples 40

How do you check the result in the game?

Before batch-converting, put one converted asset into the game and compare it with stock art. Check scale, facing, pivot, outline and palette. Fix the recipe, then run the same commands on the rest of the set. Keep the commands in a small script or Makefile so the pipeline can be rerun from assets/gen/.

The skill also covers textures and materials. Use um sprite tile-preview to check tiling, and um sprite seamless to repair seams in other images. For DDS output, use BC7 for quality, BC1 for cutout sprites and BC3 when alpha is soft.

  • Screenshot one asset in the game with um win shot next to stock art
  • Batch-convert only after one asset looks right
  • Keep the pipeline reproducible from assets/gen/

What people use it for

  • Fitting AI-generated item icons into a fixed inventory slot size
  • Turning a generated unit into a 16-heading isometric sprite set for a classic RTS
  • Making a blue or red team-colour mask so one unit sprite can be recoloured per player
  • Building a vertical sprite strip for a platformer's NPC animation frames
  • Creating a seamless tiling texture for a 2D or 3D game background

Frequently asked questions

How do I install the asset-pipeline agent skill?

Download the ZIP from this page and unzip it into ~/.claude/skills/ for personal use, or into a project's .claude/skills/ folder. In the Claude apps you can upload it under Settings → Capabilities → Skills instead.

What do I need to run the asset-pipeline skill?

You need the 'um' command-line tool with its sprite, render3d, fal and win subcommands. Blender is needed only for 3D rendering, and fal API access is needed for generation steps. Python with UnityPy is only required for converting a guest game's Unity assets.

Is the asset-pipeline skill free?

The skill is released under the MIT licence, as listed on this page. Check the licence file in the repository for the exact terms before you redistribute it. Note that generation steps use fal API access, which the skill does not provide.

Does the skill create art from scratch?

No. It converts and packs assets that already exist, such as AI-generated images or hand-made art, into the size, layout, palette and format a game needs. It does not generate a single picture on its own.

Which game engines or formats does it support?

The skill describes PNG, DDS BC1, BC3 and BC7, XNB, SLD and atlas plus JSON formats, and it tells the agent to match the target game's own files. Its examples include Terraria, Age of Empires II and Unity and Unreal conventions for 3D.

Why does my converted sprite look blurry or wrong?

Pixel art should be scaled once with nearest-neighbour to its final size, never twice. Check orientation, pivot and frame size against the game's own assets, and view the result with um sprite preview before you ship it.

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Our verdict

Use this skill if you need sprites, sheets, masks or 3D-rendered frames in a specific game format and you already have Blender and the 'um' tool set up. Pick something else if you only want a single image generated, or if you lack the required tools, since the commands will fail without them.

Download the skill