← ClaudeAtlas

2d-art-pipelinelisted

Generate, postprocess, validate, and integrate 2D game art assets for Godot projects through a local Forge/A1111-compatible image backend.
tiachuaxiyashua/codex-skill-runtime-tool · ★ 1 · Data & Documents · score 77
Install: claude install-skill tiachuaxiyashua/codex-skill-runtime-tool
# 2D Art Pipeline Skill Use this skill when a game workflow needs real generated 2D art assets: characters, enemies, item icons, equipment icons, skill icons, UI panels, background illustrations, tiles, or visual effects. Do not use this skill for simple color placeholders, debug primitives, or CSS/SVG-only mockups. ## Required Workflow 1. Locate the active game project directory. Keep all generated game assets inside that project. 2. Create or read `art_src/ART_BIBLE.md` and `art_src/style_profile.json`. 3. Write an `art_src/requests/<asset-pack>.json` request using the schema in `${CLAUDE_PLUGIN_ROOT}/schemas/asset-request.schema.json`. 4. Call MCP tool `mcp__asset-pipeline__check_backend`. If Forge/A1111 is unavailable or no model is loaded, stop with the diagnostic. 5. Call MCP tool `mcp__asset-pipeline__generate_asset_pack` with: - `spec_path` - `output_dir` - `manifest_path` - optional `style_profile_path` 6. Call MCP tool `mcp__asset-pipeline__validate_asset_pack` for measurable file, size, and alpha checks. 7. Inspect the rendered PNG output against the request and style profile. Use `asset-qa` or request human review if visual inspection is unavailable. 8. Call MCP tool `mcp__asset-pipeline__record_visual_review` with `decision: approved` or `decision: rejected`, the reviewer identity, and concrete notes. 9. Integrate only assets whose manifest has `ready_for_integration: true`. A technical `validation.status: passed` is not visual approval. 10. When