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scenario-game-assets

Use when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character o…

Install / Use

npx skills add scenario-labs/skills --skill scenario-game-assets

Installs into whichever agent you are using.

About this skill
📄

SKILL.md

Installable skill definition

Quality Score

86/100

Category

Other

Supported Platforms

Universal

Our assessment of scenario-game-assets

scenario-game-assets scores 86/100 on our quality scale, 160th of 293 Other skills we index.

Its SKILL.md is 17 KB long, well organised into 10 sections and no code examples: a thorough specification that gives an agent plenty to work with.

With 1,048 GitHub stars, it is one of the more widely adopted skills in the catalogue.

Substance
30/30
Structure
13/20
Description
15/15
Adoption
13/20
Freshness
15/15

Maintenance, license and trust

  • The repository was last updated 8 days ago, so scenario-game-assets is actively maintained.
  • It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
  • Its trust signals score 100/100, with no cautions. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.

scenario-game-assets compared with similar skills

All 4 of these similar skills score higher than scenario-game-assets; compare them before choosing.

SkillScoreStarsUpdatedFormat
scenario-game-assets (this skill)by scenario-labs861.0k8d agoSKILL.md
headroomby headroomlabs-ai10078.0ktodayCLAUDE.md
Agent-Reachby Panniantong100104.1k2d agoMCP Server
Scraplingby D4Vinci10089.9k1d agoMCP Server
crawl4aiby unclecode10086.4ktodayMCP Server

Frequently asked questions

How do I install scenario-game-assets?
Run npx skills add scenario-labs/skills --skill scenario-game-assets. The install tabs above show the steps for each supported agent.
Which AI agents does scenario-game-assets work with?
It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
Is scenario-game-assets safe to use?
It is MIT-licensed and scores 100/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
Is scenario-game-assets still maintained?
The repository was last updated 8 days ago, so scenario-game-assets is actively maintained.

name: scenario-game-assets description: "Use when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character or concept art; or when assets need transparent backgrounds, background removal, style-consistent variation batches, upscaling, pixel-grid cleanup, or PNG export for Unity, Godot, or Unreal." license: MIT

Scenario Game Assets

Overview

Scenario's public catalog carries purpose-trained models per asset type (sprites, icons, props, tilesets, isometric scenes, pixel art, concept art) plus utilities for background removal, upscaling, and pixel cleanup. Discover by asset type, inspect the schema, generate, post-process, export. A sheet whose cells are one character's animation frames, and any walk cycle, loop, or GIF, belongs to scenario-sprite-animation. Connection and core loop: see the scenario skill. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

Quick reference

| Task | Call | | -------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- | | Find a model by asset type | recommend with the asset need in the user's own words (sprite, game icon, tileset, isometric, pixel art); search is for a member known by name | | Inspect inputs | model_schema_get (always before model_run) | | Generate | model_run (dry_run=true prices a batch; wait=false in waves under the concurrency ceiling, relaunching 429-refused ones), then jobs_wait | | Transparent background | recommend for a native-alpha generator first; else for background removal on the asset | | Upscale or enhance | recommend for upscaling (2x to 16x tools exist) | | Pixel-art cleanup | recommend for cleanup (grid snapping, palette reduction) | | Parallax background planes | Split a painted background with the layer tool (recommend, capability: "img2img"), or generate one plane per run; see Parallax backgrounds | | Export for an engine | asset_download with format="png" |

Worked example: a transparent potion icon set

Request: "four style-matched potion icons with transparent backgrounds for an RPG inventory."

  1. recommend with the user's own words as prompt, then pick by next_step (see scenario); catalogs differ per team, so never hardcode model IDs. Settle transparency here, before anything runs: prefer a member whose recommend entry or schema says it outputs alpha, since it makes the icons transparent at the source and skips a billed removal pass per icon; treat any other pick as opaque.
  2. model_schema_get model_id="<picked id>". Note the prompt field, size fields, and any sample-count parameter.
  3. model_run parameters={"prompt": "health potion, corked glass bottle, glowing red liquid, bold outline, centered, plain background"} (a plain field cuts cleanly in a removal pass; a native-alpha model wants the subject alone, never the word transparent). The schema's sample-count parameter repeats one prompt for variants of one item; different items are separate runs varying only the item ("mana potion", "stamina potion") with the wording template fixed. Price with dry_run=true first (one dry run prices one leg; multiply across the batch), then launch with wait=false.
  4. jobs_wait job_ids=["<returned job_id>"] (up to 32 ids, one call covers the batch); on timeout re-call with the returned pending_job_ids, never a second model_run. Then asset_display to review, one asset_id per call.
  5. Transparency, only for an opaque pick: recommend for background removal (Photoroom, Pixelcut, 851 Labs at authoring time), model_schema_get the pick, then model_run with its image field set to the generated asset id.
  6. Optional: upscale keepers (recommend for upscaling, model_schema_get as always; upscalers go 2x to 8x and beyond).
  7. asset_download asset_id, format="png" (PNG keeps alpha). Follow redirects: curl -L -o potion.png "<url>".

Style consistency

  • The cheap levers first: reuse one seed across the batch, and pin the model's prompt-expansion flag off where the schema has one; an expander rewrites each prompt independently and defeats a fixed template.
  • Reference images: upload_asset the art direction images, then pass the asset ids (never local paths) to the model's image or reference parameters.
  • asset_describe extracts a reusable style synthesis (billed; dry_run: true inside parameters estimates). Discover with scenario_tools_search; use its permission to choose the executor for estimates and runs (see scenario).
  • search target="assets" images={like: ["asset_..."]} finds assets already matching the target look.
  • For a locked-in project style, train a custom LoRA on the project's own art (the scenario-model-training skill); trained models use the same generation loop.

Preparing a variation-batch reference

Restyling one approved component into a set (button, panel, popup well, icon family) fails on the reference more often than the prompt: the model treats everything composited onto the object as the object.

  • Crop to the object's own bounds. Transparent padding reads as composition: scale and offset drift every run, so sprite-measuring code gets a different box. Trim the alpha, generate, re-pad to a fixed canvas. When the model's supported aspect ratios exclude the source's, aspect also drifts per run; reconcile UI components with a nine-slice-aware rescale (stretch middle bands, keep corners and lettering undistorted) before re-padding.
  • Strip baked effects before generating. A drop shadow, outer glow, or bevel in the reference reads as silhouette and comes back thickened, doubled, or fused to the object. Feed flat art and re-apply the effect in engine, where it stays adjustable. For a final PNG matching a shadowed source, lift the source's effect layer by alpha (on a transparent source the shadow is semi-transparent and the object opaque, but so is the object's antialiased rim: take the shadow as the semi-transparent pixels outside a 1 to 2 px dilation of the opaque mask, and keep the rim with the object) and composite it under each output.
  • Say which parts are functional. A nine-slice panel needs stretchable middles and fixed corners; diffusion has no concept of either. Name the constraint in the prompt, then check that it held.
  • One object, plain field, no scene. Several objects in one reference get recombined into a hybrid.
  • Check the alpha edge on any transparent output. Removed shadows leave a semi-transparent fringe; native-alpha models can ship a large semi-transparent glow around the object. Both read as a halo on a colored UI background. Check interior alpha too: a native-alpha model can punch one item's see-through surface (empty glass) to alpha 0 while painting the next item's opaque, so the set disagrees in an engine slot.

Verify the set by measurement, not by eye: compare each output's alpha bounding box against the source before accepting the batch.

Isometric tiles and masked fills

Choose the grid before the style. A 2:1 diamond is a common game projection; a projected hex is a different footprint. Share one projection, placement anchor, light direction, and shadow side across a set. A tile's ground footprint is not its full sprite silhouette: trees and buildings rise above it and may overlap the tile behind. Never clip a tall object through the ground mask. Check a small assembled map for joins, path connections, occlusion, and visual quality before scaling the batch; a clean alpha boundary alone is not acceptance.

Use the isometric template guide to choose a neutral ground or slab reference and separate ground, side, and object regions. The JSON manifest records their geometry, filenames, and source hashes. The template builder, run by a maintainer or an agent needing local geometry, creates the PNGs and manifest. It generates geometry only, not finished game art. Keep the geometry reference separate from the approved style reference; neutral geometry must not force a palette or faceted look. Resolve uploaded assets and publish new versions through the scenario skill's shared asset lifecycle; upload local inputs only when no matching asset is accessible.

Dedicated isometric members exist in the public catalog. recommend with the user's tile need, then model_schema_get. Read the reference, mask, seed, and strength fields instead of assuming they exist or that low strength preserves geometry: conventions vary. Keep the camera and lighting wording fixed while varying the subject. Reuse a seed only when supported. If the model drifts in projection or light despite a consistent reference, use scenario-consistency, then consider scenario-model-training on approved tiles.

For a ground fill or content explicitly bounded to a shape, use masked img2img. If the specialty pick has no mask field, recommend again with capability: "img2img" and the mask need. Read mask polarity and any required base-image field from model_schema_get (scenario-image covers model-specific conventions). Template region images are white inside; adapt them to the model's convention, including alpha if required. The base canvas must match the mask dimensions and placement; an approved style reference does not replace it. When that canvas is opaque, preserve its background during the edit: asking for transparent output simultaneously contradicts the protected-canvas constraint. Extract transparency afterward. Use the ground region for terrain, and the taller object region for trees or buildings; the latter is editing space, never a final silhouette mask.

Run one tile first. Measure changes outside the edit region against the source canvas and inspect the result. A few-pixel overrun on a deliberately bounded ground fill can be clipped to its mask; extensive drift needs diagnosis of polarity, base canvas, and consumed references before retrying. For taller sprites, preserve the object silhouette with native alpha or background removal and verify the ground anchor separately. A deterministic ground mask cannot repair a wrong camera or a poor composition.

A "low-poly" look and a low-poly mesh are different deliverables. The look is a 2D style word on an image model. The mesh is scenario-3d: whether the image-to-3D pick (recommend, capability: "img23d") exposes a polycount target or a topology choice is read off model_schema_get, never assumed, and when it exposes neither a separate remesh utility (its own billed run, found with recommend, capability: "3d23d") brings the count down afterwards. Either way the concept image feeding it wants flat shading, a clea

Truncated for display — read the full file on GitHub.

Related Skills

View on GitHub
GitHub Stars1.0k
CategoryOther
Updated8d ago
Forks129

Languages

Python

Trust signals

100/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

No cautions