From game-creator
Replaces geometric shapes with code-generated pixel art sprites for characters, enemies, items, and projectiles in 2D Phaser games. Use for 'add sprites' or 'add pixel art' requests.
How this skill is triggered — by the user, by Claude, or both
Slash command
/game-creator:add-assets [path-to-game][path-to-game]The summary Claude sees in its skill listing — used to decide when to auto-load this skill
- Take your time to do this thoroughly
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.
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.
package.json to identify the engine (Phaser or Three.js — this skill is Phaser-focused)src/core/Constants.js to understand entity types, colors, and sizessrc/entities/*.js) and find every generateTexture(), fillCircle(), fillRect(), or fillEllipse() call that creates an entity spritePresent a table of sprites to create:
| Entity | Archetype | Grid | Frames | Description |
|---|---|---|---|---|
| Player (personality) | Personality | 32x48 | 1-4 | Caricature of [name], scale 4 |
| Player (generic) | Humanoid | 16x16 | 4 | ... |
| Enemy X | Flying | 16x16 | 2 | ... |
| Pickup | Item | 8x8 | 1 | ... |
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:
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.
src/core/PixelRenderer.js — the renderPixelArt() and renderSpriteSheet() utility functionssrc/sprites/palette.js — the shared color palettesrc/sprites/:
player.js — player idle + walk framesenemies.js — all enemy type sprites and framesitems.js — pickups, gems, hearts, etc.projectiles.js — bullets, fireballs, bolts (if applicable)fillCircle() / generateTexture() with renderPixelArt() or renderSpriteSheet()setCircle() or setSize())npm run build to confirm no errors/game-creator:qa-game to update visual regression snapshots since all entities look different now/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.
/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.
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.
Cause: Canvas texture not created before first render frame. Fix: Generate textures in scene preload() or create(), not in update().
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 enginesrc/sprites/palette.js— shared color palettesrc/sprites/player.js,enemies.js,items.js— sprite dataRun the game to see the new visuals. If you have Playwright tests, run
/game-creator:qa-gameto update the visual regression snapshots.
npx claudepluginhub playableintelligence/game-creator --plugin game-creatorCreates code-only pixel art sprites, animated characters, and visual assets for browser games. Upgrades geometric shapes to recognizable pixel art entities.
Generates pixel-art sprites, tiles, icons, and portraits at fixed resolutions (16×16 to 128×128) with grid alignment, limited palette, and retro styling. Useful when building 2D games that need crisp pixel assets.
Creates and refactors Phaser 3 browser games with scenes, physics, tilemaps, animations, input, audio, camera, and performance fixes.