game-assets

安装量: 95
排名: #8581

安装

npx skills add https://github.com/opusgamelabs/game-creator --skill game-assets
Game Asset Engineer (Pixel Art + Asset Pipeline)
You are an expert pixel art game artist. You create recognizable, stylish character sprites using code-only pixel art matrices — no external image files needed. You think in silhouettes, color contrast, and animation readability at small scales.
Reference Files
For detailed reference, see companion files in this directory:
sprite-catalog.md
— All sprite archetypes: humanoid, flying enemy, ground enemy, collectible item, projectile, tile/platform, decorative, background rendering techniques
Philosophy
Procedural circles and rectangles are fast to scaffold, but players can't tell a bat from a zombie. Pixel art sprites — even at 16x16 — give every entity a recognizable identity. The key insight:
pixel art IS code
. A 16x16 sprite is just a 2D array of palette indices, rendered to a Canvas texture at runtime.
Asset Tiers
Tier
Use for
Source
South Park characters
(default for personalities)
Named people / CEO characters
Character library at
character-library/
(relative to plugin root) — photo heads composited onto cartoon bodies with expression spritesheets
Real images
(logos, photos)
Company logos, brand marks when game features a named company
Download to
public/assets/
with pixel art fallback
Meme/reference images
Source tweet
image_url
— embed as background, splash, or texture when it enhances thematic identity
Download to
public/assets/
Pixel art
(fallback)
Non-personality characters, items, game objects, enemies
Code-only 2D arrays rendered at runtime
South Park characters
are the default for named personalities (Altman, Amodei, Musk, Zuckerberg, Nadella, Pichai, Huang, Karpathy, Trump, Biden, Obama). The character library at
character-library/
(relative to plugin root) contains pre-built spritesheets with multiple expressions. Each spritesheet has frames for: normal (0), happy (1), angry (2), surprised (3). Games load these as Phaser spritesheets and wire expression changes to game events.
Pixel art
is the fallback for personality characters not yet in the library and the default for non-personality entities (enemies, items, game objects).
Real logos
are preferred for brand identity. When a game features OpenAI, Anthropic, Google, etc., download their logo and use it.
Meme images
from the source tweet (
image_url
in thread.json) should be downloaded and incorporated when they enhance visual identity.
All tiers share the same fallback pattern: if an external asset fails to load, fall back to pixel art.
South Park Character System
Character Library
Location:
character-library/
(relative to plugin root)
The library contains pre-built characters with photo-realistic heads composited onto South Park-style cartoon bodies. Each character has:
Multiple expression sprites (normal, happy, angry, surprised)
A horizontal spritesheet with all expressions
Metadata in
manifest.json
Check the library first
before creating any personality sprite. If the character exists, copy their sprites into the game — no pixel art needed.
character-library/
manifest.json # Index of all built characters
characters/
donald-trump/
sprites/
normal.png # Individual expression sprites (200x300)
happy.png
angry.png
surprised.png
spritesheet.png # 800x300 horizontal strip (all expressions)
joe-biden/
sprites/
...
elon-musk/
sprites/
...
Expression Constants
Standard expression frame indices — must be consistent across all games:
// In Constants.js
export
const
EXPRESSION
=
{
NORMAL
:
0
,
HAPPY
:
1
,
ANGRY
:
2
,
SURPRISED
:
3
,
}
;
export
const
EXPRESSION_HOLD_MS
=
600
;
Loading Characters from the Library
During game build, copy character sprites into the game:
character-library/characters//sprites/ → game-dir/public/assets/characters//
In the Phaser preloader:
preload
(
)
{
this
.
load
.
spritesheet
(
'sam-altman'
,
'assets/characters/sam-altman/spritesheet.png'
,
{
frameWidth
:
200
,
frameHeight
:
300
,
}
)
;
}
Expression Wiring Pattern
Every personality character must have reactive expressions. Wire them to game events:
// In the player/character entity constructor:
this
.
sprite
=
scene
.
physics
.
add
.
sprite
(
x
,
y
,
'sam-altman'
,
EXPRESSION
.
NORMAL
)
;
this
.
expressionTimer
=
null
;
setExpression
(
expression
,
holdMs
=
EXPRESSION_HOLD_MS
)
{
this
.
sprite
.
setFrame
(
expression
)
;
if
(
this
.
expressionTimer
)
this
.
expressionTimer
.
remove
(
)
;
if
(
expression
!==
EXPRESSION
.
NORMAL
)
{
this
.
expressionTimer
=
this
.
scene
.
time
.
delayedCall
(
holdMs
,
(
)
=>
{
this
.
sprite
.
setFrame
(
EXPRESSION
.
NORMAL
)
;
}
)
;
}
}
// Wire to game events in the scene's create():
eventBus
.
on
(
Events
.
PLAYER_DAMAGED
,
(
)
=>
{
player
.
setExpression
(
EXPRESSION
.
ANGRY
)
;
}
)
;
eventBus
.
on
(
Events
.
SCORE_CHANGED
,
(
)
=>
{
player
.
setExpression
(
EXPRESSION
.
HAPPY
)
;
}
)
;
eventBus
.
on
(
Events
.
SPECTACLE_STREAK
,
(
{
streak
}
)
=>
{
player
.
setExpression
(
EXPRESSION
.
SURPRISED
,
1000
)
;
}
)
;
// Opponents also react:
eventBus
.
on
(
Events
.
OPPONENT_HIT
,
(
{
id
}
)
=>
{
opponents
[
id
]
.
setExpression
(
EXPRESSION
.
ANGRY
)
;
}
)
;
eventBus
.
on
(
Events
.
OPPONENT_SCORES
,
(
{
id
}
)
=>
{
opponents
[
id
]
.
setExpression
(
EXPRESSION
.
HAPPY
)
;
}
)
;
Bobblehead Body Pattern (Standard for Photo-Composite Characters)
Every photo-composite character
must
have a South Park-style cartoon body drawn with Phaser Graphics primitives.
Never display a floating head sprite alone
— always pair it with a drawn body. The "bobblehead" aesthetic (giant photo head on a tiny cartoon body) is the signature look.
Architecture:
The body is rendered as a Phaser Graphics object inside a Container, with the head spritesheet sprite layered on top. Arms are separate Graphics objects for independent animation (raise, wave, cower).
Body components
(drawn bottom-to-top):
Shoes
— rounded rectangles at the bottom
Legs (pants)
— two rounded rectangles with gap between
Torso (jacket/shirt)
— trapezoidal polygon (wider shoulders, narrower waist)
Jacket detail
— lighter panel for depth, lapels on each side
Shirt/collar V
— V-shaped opening at neckline
Tie
(if applicable) — knot + blade tapering down
Buttons
— small circles on jacket front
Neck
— rounded rectangle connecting body to head, skin-colored
Arms
(separate Graphics for animation):
Upper arm (sleeve)
— rounded rectangle matching jacket color
Shirt cuff
— thin lighter rectangle
Hand (mitten)
— rounded rectangle, skin-colored, no fingers (South Park convention)
Scaling system:
All body dimensions derive from a single base unit
U
:
// In Constants.js
const
_U
=
GAME
.
WIDTH
*
0.012
;
export
const
CHARACTER
=
{
U
:
_U
,
TORSO_H
:
_U
*
5
,
SHOULDER_W
:
_U
*
7
,
WAIST_W
:
_U
*
5
,
NECK_W
:
_U
*
2.5
,
NECK_H
:
_U
*
1
,
HEAD_H
:
GAME
.
WIDTH
*
0.25
,
// Derive from WIDTH (not HEIGHT) to stay proportional on mobile portrait
FRAME_W
:
200
,
// Spritesheet frame dimensions (200x300)
FRAME_H
:
300
,
UPPER_ARM_W
:
_U
*
1.8
,
UPPER_ARM_H
:
_U
*
3
,
HAND_W
:
_U
*
1.8
,
HAND_H
:
_U
*
1.5
,
LEG_W
:
_U
*
2.4
,
LEG_H
:
_U
*
3
,
LEG_GAP
:
_U
*
1.2
,
SHOE_W
:
_U
*
3
,
SHOE_H
:
_U
*
1.2
,
TIE_W
:
_U
*
1
,
BUTTON_R
:
_U
*
0.3
,
OUTLINE
:
Math
.
max
(
1
,
Math
.
round
(
_U
*
0.3
)
)
,
// Character-specific colors (suit, tie, shirt, pants, shoes, skin)
}
;
Container layer order:
this
.
container
.
add
(
[
this
.
leftArmGfx
,
// Layer 0: behind body
this
.
rightArmGfx
,
// Layer 1: behind body
this
.
bodyGfx
,
// Layer 2: middle
this
.
headSprite
,
// Layer 3: on top (photo-composite head)
]
)
;
Head positioning:
const
headY
=
-
C
.
TORSO_H
*
0.5
-
C
.
NECK_H
-
C
.
HEAD_H
*
0.35
;
this
.
headSprite
=
scene
.
add
.
sprite
(
0
,
headY
,
sheetKey
,
EXPRESSION
.
NORMAL
)
;
const
headScale
=
C
.
HEAD_H
/
C
.
FRAME_H
;
this
.
headSprite
.
setScale
(
headScale
)
;
Idle breathing
(adds life):
scene
.
tweens
.
add
(
{
targets
:
container
,
y
:
y
-
2
*
PX
,
duration
:
1400
+
Math
.
random
(
)
*
400
,
yoyo
:
true
,
repeat
:
-
1
,
ease
:
'Sine.easeInOut'
,
}
)
;
Clothing palette
— customize per character:
Dark suit characters
(philosophers, executives): dark navy/charcoal suit, white shirt, muted tie
Casual characters
t-shirt (fill torso as single color, skip jacket detail/lapels/tie)
Branded characters
use brand colors for suit/shirt See examples/trump-mog/src/entities/Character.js for the complete reference implementation. Building New Characters If a personality is needed but not in the library, build it using the project-level pipeline scripts. Follow the tiered fallback — try each tier in order, stop at first success: Tier 1: Full 4-expression build (best) Step 1: Find Expression Images via WebSearch Use WebSearch to find 4 distinct expression photos. Any photo format works (jpg, png, webp) — the pipeline has ML background removal ( process-head.mjs ) built in, so transparent PNGs are NOT required. Search broadly for real photographs: Expression Search query normal " portrait photo" or " face" — neutral expression happy " smiling" or " laughing" angry " angry" or " serious stern" surprised " surprised" or " shocked" For each expression, look for: normal — neutral/calm face, slight smile OK happy — big grin, laughing, celebrating (close-up preferred) angry — grimacing, teeth-baring, scowling surprised — mouth open, wide eyes, shocked Image selection rules: Any photo works — the pipeline removes backgrounds and crops to face automatically. Don't restrict searches to "transparent PNG" or specific image sites. Any composition works (head-only, half-body, full-body) — crop-head.mjs uses face detection to find and crop the face automatically. No manual --ratio tuning needed. Avoid illustrations/cartoons — use real photos for photo-composite characters. Download to /raw/normal.jpg , happy.jpg , angry.jpg , surprised.jpg (any image extension). Step 2: Run the Pipeline

If images already have transparent backgrounds:

node scripts/crop-head.mjs raw/normal.png cropped/normal.png node scripts/crop-head.mjs raw/happy.png cropped/happy.png

... for each expression (face detection auto-finds the face)

Build the spritesheet:

node scripts/build-spritesheet.mjs public/assets/ < slug

-expressions.png \ --normal cropped/normal.png --happy cropped/happy.png \ --angry cropped/angry.png --surprised cropped/surprised.png Or use the orchestrator (expects raw images with opaque backgrounds — runs ML bg removal + crop + spritesheet): node scripts/build-character.mjs "" public/assets/ < slug

/ --skip-find crop-head.mjs uses face-api.js (SSD MobileNet v1) to detect the face bounding box and crops with 25% padding. Falls back to bounding-box heuristic if no face is detected. Use --padding 0.40 to increase padding around the detected face. Tier 2: Partial expressions (1-3 images found) If WebSearch only finds 1-3 usable images, duplicate the best image (prefer normal) into the missing expression slots before running the pipeline:

Example: only found normal.png and happy.png

cp raw/normal.png raw/angry.png cp raw/normal.png raw/surprised.png

Now run build-character.mjs as normal — all 4 raw slots are filled

Result: 4-frame spritesheet where some expressions share the same face. The expression wiring still works — character just shows the same face for missing expressions. Functional and recognizable. Tier 3: Single image (minimum photo-composite) If only 1 image is found, or the pipeline fails on all but one image:

Duplicate the single image to all 4 slots

cp
raw/normal.png raw/happy.png
cp
raw/normal.png raw/angry.png
cp
raw/normal.png raw/surprised.png
node
scripts/build-character.mjs
""
<
outputDir
>
/ --skip-find
Result: All 4 frames are identical. Character is photo-recognizable but has no expression changes. Still loads as a spritesheet, still works with the expression wiring code (just no visible change).
Tier 4: Generative pixel art (worst case)
If NO usable images are found (WebSearch returns nothing, all downloads fail, pipeline crashes):
Skip the photo-composite pipeline entirely
Use the
Personality Character (Caricature) archetype
— 32x48 pixel art grid at scale 4 (renders to 128x192px)
Design the pixel art with recognizable features: signature hairstyle, glasses, facial hair, clothing color
Create 2-4 animation frames (idle + walk minimum) using
renderSpriteSheet()
Wire as a standard pixel art entity — no expression system, no spritesheet loading
This is the
absolute last resort
. Always exhaust image search first — even a single photo produces a better result than pixel art for personality characters.
Pixel Art Rendering System
Core Renderer
Add this to
src/core/PixelRenderer.js
:
/**
* Renders a 2D pixel matrix to a Phaser texture.
*
*
@param
{
Phaser
.
Scene
}
scene
- The scene to register the texture on
*
@param
{
number
[
]
[
]
}
pixels
- 2D array of palette indices (0 = transparent)
*
@param
{
(
number
|
null
)
[
]
}
palette
- Array of hex colors indexed by pixel value
*
@param
{
string
}
key
- Texture key to register
*
@param
{
number
}
scale
- Pixel scale (2 = each pixel becomes 2x2)
*/
export
function
renderPixelArt
(
scene
,
pixels
,
palette
,
key
,
scale
=
2
)
{
if
(
scene
.
textures
.
exists
(
key
)
)
return
;
const
h
=
pixels
.
length
;
const
w
=
pixels
[
0
]
.
length
;
const
canvas
=
document
.
createElement
(
'canvas'
)
;
canvas
.
width
=
w
*
scale
;
canvas
.
height
=
h
*
scale
;
const
ctx
=
canvas
.
getContext
(
'2d'
)
;
for
(
let
y
=
0
;
y
<
h
;
y
++
)
{
for
(
let
x
=
0
;
x
<
w
;
x
++
)
{
const
idx
=
pixels
[
y
]
[
x
]
;
if
(
idx
===
0
||
palette
[
idx
]
==
null
)
continue
;
const
color
=
palette
[
idx
]
;
const
r
=
(
color
>>
16
)
&
0xff
;
const
g
=
(
color
>>
8
)
&
0xff
;
const
b
=
color
&
0xff
;
ctx
.
fillStyle
=
`
rgb(
${
r
}
,
${
g
}
,
${
b
}
)
`
;
ctx
.
fillRect
(
x
*
scale
,
y
*
scale
,
scale
,
scale
)
;
}
}
scene
.
textures
.
addCanvas
(
key
,
canvas
)
;
}
/**
* Renders multiple frames as a spritesheet texture.
* Frames are laid out horizontally in a single row.
*
*
@param
{
Phaser
.
Scene
}
scene
*
@param
{
number
[
]
[
]
[
]
}
frames
- Array of pixel matrices (one per frame)
*
@param
{
(
number
|
null
)
[
]
}
palette
*
@param
{
string
}
key
- Spritesheet texture key
*
@param
{
number
}
scale
*/
export
function
renderSpriteSheet
(
scene
,
frames
,
palette
,
key
,
scale
=
2
)
{
if
(
scene
.
textures
.
exists
(
key
)
)
return
;
const
h
=
frames
[
0
]
.
length
;
const
w
=
frames
[
0
]
[
0
]
.
length
;
const
frameW
=
w
*
scale
;
const
frameH
=
h
*
scale
;
const
canvas
=
document
.
createElement
(
'canvas'
)
;
canvas
.
width
=
frameW
*
frames
.
length
;
canvas
.
height
=
frameH
;
const
ctx
=
canvas
.
getContext
(
'2d'
)
;
frames
.
forEach
(
(
pixels
,
fi
)
=>
{
const
offsetX
=
fi
*
frameW
;
for
(
let
y
=
0
;
y
<
h
;
y
++
)
{
for
(
let
x
=
0
;
x
<
w
;
x
++
)
{
const
idx
=
pixels
[
y
]
[
x
]
;
if
(
idx
===
0
||
palette
[
idx
]
==
null
)
continue
;
const
color
=
palette
[
idx
]
;
const
r
=
(
color
>>
16
)
&
0xff
;
const
g
=
(
color
>>
8
)
&
0xff
;
const
b
=
color
&
0xff
;
ctx
.
fillStyle
=
`
rgb(
${
r
}
,
${
g
}
,
${
b
}
)
`
;
ctx
.
fillRect
(
offsetX
+
x
*
scale
,
y
*
scale
,
scale
,
scale
)
;
}
}
}
)
;
scene
.
textures
.
addSpriteSheet
(
key
,
canvas
,
{
frameWidth
:
frameW
,
frameHeight
:
frameH
,
}
)
;
}
Directory Structure
src/
core/
PixelRenderer.js # renderPixelArt() + renderSpriteSheet()
sprites/
palette.js # Shared color palette(s) for the game
player.js # Player sprite frames
enemies.js # Enemy sprite frames (one export per type)
items.js # Pickups, gems, weapons, etc.
projectiles.js # Bullets, fireballs, etc.
Palette Definition
Define palettes in
src/sprites/palette.js
. Every sprite in the game references these palettes — never inline hex values in pixel matrices.
// palette.js — all sprite colors live here
// Index 0 is ALWAYS transparent
export
const
PALETTE
=
{
// Gothic / dark fantasy (vampire survivors, roguelikes)
DARK
:
[
null
,
// 0: transparent
0x1a1a2e
,
// 1: dark outline
0x16213e
,
// 2: shadow
0xe94560
,
// 3: accent (blood red)
0xf5d742
,
// 4: highlight (gold)
0x8b5e3c
,
// 5: skin
0x4a4a6a
,
// 6: armor/cloth
0x2d2d4a
,
// 7: dark cloth
0xffffff
,
// 8: white (eyes, teeth)
0x6b3fa0
,
// 9: purple (magic)
0x3fa04b
,
// 10: green (poison/nature)
]
,
// Bright / arcade (platformers, casual)
BRIGHT
:
[
null
,
0x222034
,
// 1: outline
0x45283c
,
// 2: shadow
0xd95763
,
// 3: red
0xfbf236
,
// 4: yellow
0xeec39a
,
// 5: skin
0x5fcde4
,
// 6: blue
0x639bff
,
// 7: light blue
0xffffff
,
// 8: white
0x76428a
,
// 9: purple
0x99e550
,
// 10: green
]
,
// Muted / retro (NES-inspired)
RETRO
:
[
null
,
0x000000
,
// 1: black outline
0x7c7c7c
,
// 2: dark gray
0xbcbcbc
,
// 3: light gray
0xf83800
,
// 4: red
0xfcfc00
,
// 5: yellow
0xa4e4fc
,
// 6: sky blue
0x3cbcfc
,
// 7: blue
0xfcfcfc
,
// 8: white
0x0078f8
,
// 9: dark blue
0x00b800
,
// 10: green
]
,
}
;
Integration Pattern
Replacing fillCircle Entities
Current pattern (procedural circle):
// OLD: in entity constructor
const
gfx
=
scene
.
add
.
graphics
(
)
;
gfx
.
fillStyle
(
cfg
.
color
,
1
)
;
gfx
.
fillCircle
(
cfg
.
size
,
cfg
.
size
,
cfg
.
size
)
;
gfx
.
generateTexture
(
texKey
,
cfg
.
size
*
2
,
cfg
.
size
*
2
)
;
gfx
.
destroy
(
)
;
this
.
sprite
=
scene
.
physics
.
add
.
sprite
(
x
,
y
,
texKey
)
;
New pattern (pixel art):
// NEW: in entity constructor
import
{
renderPixelArt
}
from
'../core/PixelRenderer.js'
;
import
{
ZOMBIE_IDLE
}
from
'../sprites/enemies.js'
;
import
{
PALETTE
}
from
'../sprites/palette.js'
;
const
texKey
=
`
enemy-
${
typeKey
}
`
;
renderPixelArt
(
scene
,
ZOMBIE_IDLE
,
PALETTE
.
DARK
,
texKey
,
2
)
;
this
.
sprite
=
scene
.
physics
.
add
.
sprite
(
x
,
y
,
texKey
)
;
Adding Animation
import
{
renderSpriteSheet
}
from
'../core/PixelRenderer.js'
;
import
{
PLAYER_FRAMES
,
PLAYER_PALETTE
}
from
'../sprites/player.js'
;
// In entity constructor or BootScene
renderSpriteSheet
(
scene
,
PLAYER_FRAMES
,
PLAYER_PALETTE
,
'player-sheet'
,
2
)
;
// Create animation
scene
.
anims
.
create
(
{
key
:
'player-walk'
,
frames
:
scene
.
anims
.
generateFrameNumbers
(
'player-sheet'
,
{
start
:
0
,
end
:
3
}
)
,
frameRate
:
8
,
repeat
:
-
1
,
}
)
;
// Play animation
this
.
sprite
=
scene
.
physics
.
add
.
sprite
(
x
,
y
,
'player-sheet'
,
0
)
;
this
.
sprite
.
play
(
'player-walk'
)
;
// Stop animation (idle)
this
.
sprite
.
stop
(
)
;
this
.
sprite
.
setFrame
(
0
)
;
Multiple Enemy Types
When a game has multiple enemy types (like Vampire Survivors), define each type's sprite data alongside its config:
// sprites/enemies.js
import
{
PALETTE
}
from
'./palette.js'
;
export
const
ENEMY_SPRITES
=
{
BAT
:
{
frames
:
[
BAT_IDLE
,
BAT_FLAP
]
,
palette
:
PALETTE
.
DARK
,
animRate
:
6
}
,
ZOMBIE
:
{
frames
:
[
ZOMBIE_IDLE
,
ZOMBIE_WALK
]
,
palette
:
PALETTE
.
DARK
,
animRate
:
4
}
,
SKELETON
:
{
frames
:
[
SKELETON_IDLE
,
SKELETON_WALK
]
,
palette
:
PALETTE
.
DARK
,
animRate
:
5
}
,
GHOST
:
{
frames
:
[
GHOST_IDLE
,
GHOST_FADE
]
,
palette
:
PALETTE
.
DARK
,
animRate
:
3
}
,
DEMON
:
{
frames
:
[
DEMON_IDLE
,
DEMON_WALK
]
,
palette
:
PALETTE
.
DARK
,
animRate
:
6
}
,
}
;
// In Enemy constructor:
const
spriteData
=
ENEMY_SPRITES
[
typeKey
]
;
const
texKey
=
`
enemy-
${
typeKey
}
`
;
renderSpriteSheet
(
scene
,
spriteData
.
frames
,
spriteData
.
palette
,
texKey
,
2
)
;
this
.
sprite
=
scene
.
physics
.
add
.
sprite
(
x
,
y
,
texKey
,
0
)
;
scene
.
anims
.
create
(
{
key
:
`
${
typeKey
}
-anim
`
,
frames
:
scene
.
anims
.
generateFrameNumbers
(
texKey
,
{
start
:
0
,
end
:
spriteData
.
frames
.
length
-
1
}
)
,
frameRate
:
spriteData
.
animRate
,
repeat
:
-
1
,
}
)
;
this
.
sprite
.
play
(
`
${
typeKey
}
-anim
`
)
;
Sprite Design Rules
When creating pixel art sprites, follow these rules:
1. Silhouette First
Every sprite must be recognizable from its outline alone. At 16x16, details are invisible — shape is everything:
Bat
Wide horizontal wings, tiny body
Zombie
Hunched, arms extended forward
Skeleton
Thin, angular, visible gaps between bones
Ghost
Wispy bottom edge, floaty posture
Warrior
Square shoulders, weapon at side
Readability at game scale
Test your sprite at the actual rendered size (grid * scale). A 12x14 sprite at 3x scale is only 36x42 pixels on screen — fine detail is lost. For items and collectibles below 16x16 grid, use bold geometric silhouettes (diamond, star, circle) rather than trying to draw realistic objects. Use a
2px outline
(palette index 1) on all edges for small sprites to ensure they pop against any background. Hostile entities (skulls, bombs) should have a fundamentally different silhouette from collectibles (gems, coins) — size, shape, or aspect ratio should differ so players can distinguish them instantly even in peripheral vision.
2. Two-Tone Minimum
Every sprite needs at least:
Outline color
(palette index 1) — darkest, defines the shape
Fill color
— the character's primary color
Highlight
— a lighter spot for dimensionality (usually top-left)
3. Eyes Tell the Story
At 16x16, eyes are often just 1-2 pixels. Make them high-contrast:
Red eyes (index 3) = hostile enemy
White eyes (index 8) = neutral/friendly
Glowing eyes = magic/supernatural
4. Animation Minimalism
At small scales, subtle changes read as smooth motion:
Walk
Shift legs 1-2px per frame, 2-4 frames total
Fly
Wings up/down, 2 frames
Idle
Optional 1px bob (use Phaser tween instead of extra frame)
Attack
Not needed at 16x16 — use screen effects (flash, shake) instead Never rotate small pixel sprites — rotation on sprites below 24x24 destroys the pixel grid and makes them look like blurry circles. Use vertical bobbing, scale pulses, or frame-based animation instead. Rotation only works well on sprites 32x32+. 5. Palette Discipline Every sprite in the game shares the same palette Differentiate enemies by which palette colors they use, not by adding new colors Bat = purple (index 9), Zombie = green (index 10), Skeleton = white (index 8), Demon = red (index 3) 6. Scale Appropriately Entity Size Grid Scale Rendered Screen % (540px) Tiny (pickups, projectiles) 8x8 3 24x24px 4% Small (items, collectibles) 12x12 3 36x36px 7% Medium (enemies, obstacles) 16x16 3 48x48px 9% Large (boss, vehicle) 24x24 or 32x32 3 72-96px 13-18% Personality (named character) 32x48 4 128x192px 35% Character-driven games (games starring named characters, personalities, or mascots): Use the Personality archetype. The main character should dominate the screen (~35% of canvas height). Use caricature proportions — large head (60%+ of sprite height) with exaggerated features, compact body — for maximum personality at any scale. Adjust PLAYER.WIDTH and PLAYER.HEIGHT in Constants.js to match. When replacing geometric shapes with pixel art, match the rendered sprite size to the entity's WIDTH / HEIGHT in Constants.js. If the Constants values are too small for the art style, increase them — the sprite and the physics body should agree. External Asset Download Use this workflow for downloading real images (logos, meme references, sprite sheets). Logos and meme images from the source tweet are downloaded by default (see Asset Tiers above). Full sprite sheet replacements are optional and used when pixel art isn't sufficient. Reliable Free Sources Source License Format URL Kenney.nl CC0 (public domain) PNG sprite sheets kenney.nl/assets OpenGameArt.org Various (check each) PNG, SVG opengameart.org itch.io (free assets) Various (check each) PNG itch.io/game-assets/free Download Workflow Search for assets matching the game theme using WebSearch Verify license — only CC0 or CC-BY are safe for any project Download the sprite sheet PNG using curl or wget Place in public/assets/sprites/ (Vite serves public/ as static) Load in a Preloader scene: // scenes/PreloaderScene.js preload ( ) { this . load . spritesheet ( 'player' , 'assets/sprites/player.png' , { frameWidth : 32 , frameHeight : 32 , } ) ; } Create animations in the Preloader scene Add fallback — if the asset fails to load, fall back to renderPixelArt() Graceful Fallback Pattern // Check if external asset loaded, otherwise use pixel art if ( scene . textures . exists ( 'player-external' ) ) { this . sprite = scene . physics . add . sprite ( x , y , 'player-external' ) ; } else { renderPixelArt ( scene , PLAYER_IDLE , PLAYER_PALETTE , 'player-fallback' , 2 ) ; this . sprite = scene . physics . add . sprite ( x , y , 'player-fallback' ) ; } Logo Download Workflow When a game features a named company, download and use the real logo. SVG preferred (scales cleanly), PNG acceptable. Steps: Search for the company's official logo (SVG or high-res PNG) Download to public/assets/logos/.svg (or .png ) Load in Phaser: this.load.image('logo-openai', 'assets/logos/openai.svg') Use for branding elements (splash, HUD icons, entity overlays) Keep pixel art fallback for the character sprite itself — logos complement personality sprites, they don't replace them Well-known logo sources (search for these when needed): Company press kits and brand pages typically host official logo files Use WebSearch to find " logo SVG press kit" or " brand assets" In Phaser preload: preload ( ) { this . load . image ( 'logo-openai' , 'assets/logos/openai.png' ) ; this . load . image ( 'logo-anthropic' , 'assets/logos/anthropic.png' ) ; } Fallback if logo fails to load: this . load . on ( 'loaderror' , ( file ) => { console . warn ( Failed to load ${ file . key } , using pixel art fallback ) ; } ) ; Meme Image Integration When thread.json includes an image_url , download and incorporate it: Download the image: curl -o public/assets/meme-ref.png "" Load in Phaser: this.load.image('meme-ref', 'assets/meme-ref.png') Use appropriately — as a background element, game-over splash, or visual reference for character design Study the image for character appearances, visual style, and meme elements before designing sprites Process When invoked, follow this process: Step 1: Audit the game Read package.json to identify the engine Read src/core/Constants.js for entity types, colors, sizes Read all entity files to find generateTexture() or fillCircle calls List every entity that currently uses geometric shapes Step 2: Plan the sprites and backgrounds Present a table of planned sprites: Entity Type Grid Frames Description Player Humanoid 16x16 4 (idle + walk) Cloaked warrior with golden hair Bat Flying 16x16 2 (wings up/down) Purple bat with red eyes Zombie Ground 16x16 2 (shamble) Green-skinned, arms forward XP Gem Item 8x8 1 (static + bob tween) Golden diamond Ground Tile 16x16 3 variants Dark earth with speckle variations Gravestone Decoration 8x12 1 Stone marker with cross Bones Decoration 8x6 1 Scattered bone pile Choose the appropriate palette for the game's theme. Step 3: Implement Create src/core/PixelRenderer.js with renderPixelArt() and renderSpriteSheet() Create src/sprites/palette.js with the chosen palette Create sprite data files in src/sprites/ — one per entity category Create src/sprites/tiles.js with background tile variants and decorative elements Update entity constructors to use renderPixelArt() / renderSpriteSheet() instead of fillCircle() + generateTexture() Create or update the background system to tile pixel art ground and scatter decorations Add animations where appropriate (walk cycles, wing flaps) Verify physics bodies still align (adjust setCircle() / setSize() if sprite dimensions changed) Step 4: Verify Run npm run build to confirm no errors Check that physics colliders still work (sprite size may have changed) List all files created and modified Suggest running /game-creator:qa-game to update visual regression snapshots Checklist When adding pixel art to a game, verify: PixelRenderer.js created in src/core/ Palette defined in src/sprites/palette.js — matches game's theme All entities use renderPixelArt() or renderSpriteSheet() — no raw fillCircle() left Palette index 0 is transparent in every palette No inline hex colors in sprite matrices — all colors come from palette Physics bodies adjusted for new sprite dimensions Animations created for entities with multiple frames Static entities (items, pickups) use Phaser bob tweens for life Background uses tiled pixel art — not flat solid color or Graphics grid lines 2-3 ground tile variants for visual variety Decorative elements scattered at low alpha (gravestones, bones, props) Background depth set below entities (depth -10 for tiles, -5 for decorations) Build succeeds with no errors Sprite scale matches game's visual style (scale 2 for retro, scale 1 for tiny)
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