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."
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.
model_schema_get model_id="<picked id>". Note the prompt field, size fields, and any
sample-count parameter.
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.
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.
- 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.
- Optional: upscale keepers (
recommend for upscaling, model_schema_get as always; upscalers go
2x to 8x and beyond).
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 clean silhouette, and a plain background so
the geometry reads.
Terrain tilesets and transitions
A top-down terrain set is a layout contract with the engine: every edge and corner case must exist
and join its neighbors. recommend with the user's words, tile size included ("32x32 top-down
tileset, grass to dirt transitions"), then model_schema_get. The pixel tileset member at authoring
time had a style enum: a full tileset from one terrain prompt, a two-terrain transition mode
(extraPrompt or extraImage for the second), plus single tile, variation, and object modes. Its
width and height size one tile, not the sheet, and they and the mode move the price, so
dry_run first. It promises a simple Wang set, not a 47-tile blob layout: map the tiles onto the
engine's autotile rules, and paint a small test map with the downloaded sheet in the engine's tile
editor and check the joins before more terrains.
Parallax backgrounds
A parallax background is a stack of depth planes the engine scrolls at different speeds: an opaque
sky or far plane, then two or three cutout planes with transparent gaps the planes behind show
through. Two routes produce the stack; writing "layers" or "parallax" into one generation prompt
produces neither, it returns a single picture of stacked layers, and on a style-trained model it
returns several layers painted into one image.
- Split a painted background you already have. The layer extractor is a contested lane
(Scenario's own tool competes with third-party splitters), so
recommend with
capability: "img2img" and the need in the user's words ("separate this background into depth
planes for parallax"), then model_schema_get the pick. The purpose-built tool at authoring time
took a separationInstruction, a splitting rule and not a scene description ("four planes, front
to back: foreground bushes, near trees, far hills, sky"), a maxLayers cap that moves the price,
and an inpaint choice for filling the hole each cut leaves, also priced. It returns the cutouts
plus a rebuilt background (the rearmost plane), one asset each, so review them one at a time with
asset_display. A plane cut from a viewport-sized painting is only as wide as the viewport, and a
scrolling plane needs bleed past the camera on both sides. Canvas-expansion tools repaint an
opaque image and would fill a cutout's transparent gaps, so widen the painting before splitting it
(recommend with capability: "img2img" and the expand need; size the painting for the largest
required scroll range; all split planes inherit that width), or take the second route for the near
planes.
- Generate one plane per run. Fix the camera, horizon line, light direction and palette words,
then vary only the plane's content: the sky and far plane as an ordinary opaque image, each nearer
plane as a cutout (a native-alpha generator, or a plain field plus the removal pass above; never
the word transparent at a diffusion model). Say what the plane must not contain ("no ground, no
sky") so the planes do not repeat each other, and size each plane for the viewport plus its full
horizontal scroll-offset range; larger offsets need more bleed, while looping requires seamless
edges.
Check the stack before exporting: model_scenario-compose-image (a fixed first-party id, Scenario's
single deterministic image compositor, so discovery would only re-derive it) takes the planes as
layers, each with source (the asset id) and zIndex in depth order, over canvasMode: "custom"
with numeric canvasWidth and canvasHeight and backgroundColor: "transparent". Use the camera
viewport dimensions, preserve each plane's source size, and position the shared canvas so bleed lies
outside both viewport edges. Equal-width split planes work when that bleed covers each plane's
offset range. A second composite with the near planes shifted a few percent in x (a percent
string) within its available bleed previews the parallax offset the engine will produce; a seam, a
doubled horizon or a plane whose cutout edge shows a halo is visible here, before any engine work.
Verify actual alpha, not just the thumbnail. Reject a stack with cutout seams, missing scenery, or
foreground objects left in the rebuilt background: shifting the planes exposes those duplicates.
Revise the separation or inpaint settings, or use the one-plane-per-run route, within the user's
budget; otherwise report a failed preview instead of an engine-ready set. asset_download each
accepted plane with format="png" (the far plane too, so the set shares one format), tag them with
their depth order, and leave scroll speeds and looping to the engine.
Common mistakes
- Prompting "transparent background" at a diffusion model: outputs are opaque. Cut the background
afterward with a removal tool, or pick a native-alpha model.
- Exporting JPG sprites: JPG has no alpha channel; keep format="png".
- Shipping AI pixel art with off-grid pixels or noisy palettes: post-process with a pixel cleanup
tool (found with
recommend) for grid snapping and a strict palette.
- Skipping
model_schema_get: specialty models (the pixel-art family) are txt2img-only with their
own fields; generic parameters get rejected.
- Asking one generation for "the layers" of a parallax background: one image comes back; depth
planes are a split of a finished painting or one run per plane (see Parallax backgrounds).
- Hand-stitching tilesets: tileset members generate the edge and corner cases; texture-specific
upscalers preserve tiling.
- Single-sampling lettered assets: the same recipe can render one word and fail another (dark
embossed text, not the reference typography). Generate several samples per run (schema's
sample-count parameter) and pin exact hex colors in the prompt when the palette drifts.