Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
日本語の概要は準備中です。原文の説明を表示しています。
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概要と使いどころ
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
日本語の概要は準備中です。原文の説明を表示しています。
Build 2D games and animations using SpriteKit. Use when creating game scenes with SKScene and SKView, adding sprites with SKSpriteNode, animating with SKAction sequences, simulating physics with SKPhysicsBody and contact detection, creating particle effects with SKEmitterNode, building tile maps, using SKCameraNode, or integrating SpriteKit scenes in SwiftUI with SpriteView.
日本語の概要は準備中です。原文の説明を表示しています。
Fast, lightweight 2D rendering engine for creating interactive graphics, particle effects, and canvas-based applications using WebGL/WebGPU. Use this skill when building 2D games, particle systems, interactive canvases, sprite animations, or UI overlays on 3D scenes. Triggers on tasks involving PixiJS, 2D rendering, sprite sheets, particle effects, filters, or high-performance canvas graphics. Alternative to Canvas2D with WebGL acceleration for rendering thousands of sprites at 60 FPS.
日本語の概要は準備中です。原文の説明を表示しています。
Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario.
日本語の概要は準備中です。原文の説明を表示しています。
Use when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX loops such as fire or smoke, looping a sprite seamlessly, animating an existing character image, a full animation sheet from one prompt, extracting animation frames from a generated video, or slicing a sprite sheet into engine-ready frames for Unity, Godot, or Unreal. Keywords: spritesheet, keyframes, frame grid, GIF.
日本語の概要は準備中です。原文の説明を表示しています。
Use when connecting an AI agent to Scenario (scenario.com) through MCP, or when a task involves generating images, video, 3D, audio, sprites, textures, or game assets. Also when picking a Scenario model, running a LoRA, refining a generation prompt, uploading reference images, waiting on generation jobs, checking credits or quota, hitting Scenario auth, scope, or Forbidden errors, or setting up mcp.scenario.com in Claude Code, Cursor, VSCode, or another agent.
日本語の概要は準備中です。原文の説明を表示しています。
Use when a Maya task involves simulation or procedural effects: nCloth or Nucleus (a cape, skirt, flag or garment on an animated character, cloth through the body, jittery or stretchy cloth), nParticles, Bifrost graphs (Aero smoke, dust puff, mist, fire, liquids, MPM cloth, snow, sand, "Bifrost smoke"), MASH scattering or motion graphics, sim caches (nCache, Alembic, OpenVDB, file_cache, USD) or FX delivered to lighting or a game engine (flipbook sprites).
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。
A floating particle cloud — soft round sprites drifting in 3D with a slow scene wobble. A marketing-grade hero backdrop. One per view; scrim behind text. Renders a static frame under prefers-reduced-motion.
日本語の概要は準備中です。原文の説明を表示しています。
Deterministic palette/matrix pixel art (not AI). Use for procedural tile art, color-quantized output, matrix sprites.
日本語の概要は準備中です。原文の説明を表示しています。
Generate or edit raster images when the task benefits from AI-created bitmap visuals such as photos, illustrations, textures, sprites, mockups, or transparent-background cutouts. Use when Codex should create a brand-new image, transform an existing image, or derive visual variants from references, and the output should be a bitmap asset rather than repo-native code or vector. Do not use when the task is better handled by editing existing SVG/vector/code-native assets, extending an established icon or logo system, or building the visual directly in HTML/CSS/canvas.
日本語の概要は準備中です。原文の説明を表示しています。
Backend-neutral image generation: create new raster images and looping GIF/WebP animations through the local one-file image-use CLI (formerly chatgpt-imagegen), using the user's ChatGPT subscription by default, the Codex backend as fallback, or an optional Gemini subscription — no API key or daemon. Triggers: image generation, generate an image, draw a picture, 画图, 画一张, 生成图片, 生图, 配图. Use for photos, illustrations, icons, hero banners, mockups, sprites, concept art, animation loops, and figures for documents, proposals, blog posts, or READMEs; save outputs in the workspace. Auto mode uses the logged-in ChatGPT browser via chrome-use. Gemini users can pass --backend gemini or agy. Proactively propose useful figures while authoring long-form content. Do not use for editing existing images, SVG/vector work, code-native graphics, established icon systems, explicit high-quality or transparent API output, or end-user image-generation services.
日本語の概要は準備中です。原文の説明を表示しています。
HD-2D art direction combining pixel characters/sprites with 3D environments, depth of field, and theatrical lighting.
日本語の概要は準備中です。原文の説明を表示しています。
Use when a user provides one baseline image and requests game animation frames, sprite sequences, attack/walk/idle/hit/death/casting motion, transparent PNG frames, a spritesheet, keyframe prompts, or consistent whole-character pose animation.
日本語の概要は準備中です。原文の説明を表示しています。
Learn reusable 2D motion-generation knowledge from user-specified action resources with `/img2mo-learn <resource>`. Use when the user provides videos, extracted frame sequences, spritesheets, Spine assets, generated outputs, failed attempts, or reference motion folders and wants to summarize animation timing, pose beats, style traits, prompt patterns, extraction/cropping rules, or failure lessons into the project `img2mo-knowledge/` folder for later `/img2motion` generation.
日本語の概要は準備中です。原文の説明を表示しています。
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
Use when adding, moving, or removing images, sprites, text, or video on the Pixi'VN game canvas, or when applying or creating transitions (dissolve, fade, move, zoom, push, wipe, iris, split, flash, blur, pixelate, or a custom one built on `canvas.animate`/`filters.animate`), shake/animation effects, or ticker-based animations built on PixiJS. Covers the `canvas` singleton exported from `@drincs/pixi-vn`. For UI layers (HTML or PixiJS) mounted on top of the canvas, see `pixi-vn-ui` instead.
日本語の概要は準備中です。原文の説明を表示しています。
Generate or edit raster images when the task benefits from AI-created bitmap visuals such as photos, illustrations, textures, sprites, mockups, or transparent-background cutouts. Use when Codex should create a brand-new image, transform an existing image, or derive visual variants from references, and the output should be a bitmap asset rather than repo-native code or vector. Do not use when the task is better handled by editing existing SVG/vector/code-native assets, extending an established icon or logo system, or building the visual directly in HTML/CSS/canvas.
日本語の概要は準備中です。原文の説明を表示しています。
Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists.
日本語の概要は準備中です。原文の説明を表示しています。
Create original pixel-art "Clawd" crab emotes as pure SVG + CSS keyframe animations (no frame-by-frame GIFs, no raster sprites), and optionally export them to looping GIFs. Each emote is a tiny pixel crab doing an activity — holding a prop, wearing a hat, reacting — built from <rect>/<polygon>/<circle> and animated with @keyframes. Use this skill whenever the user wants to make, add, fix, or extend Clawd / pixel-crab / desk-pet emotes, mascot animations, "表情/图鉴" cards of an animated character, festival or daily-life crab stickers, or asks to turn such SVG animations into GIFs — even if they don't say the word "SVG". Also use it when fixing visual bugs in these emotes ("帽子悬空/hat floating", "脚断开/feet detached", a prop that looks disconnected from the hand), since the fixes follow specific structural rules documented here.
日本語の概要は準備中です。原文の説明を表示しています。
Generate a polished release video for a tbh-meter release in the Claude-Code motion style (recreated animated UI + real game sprites + synth soundtrack), to post with a launch. Primary input is a GitHub release LINK — the skill turns it into a video named after that release, covering ONLY the features that shipped in that release, version stamped on the intro. Use when asked to make/update a release video, showcase clip, feature trailer, or promo video for a meter release, or "make the video for <release link>".
日本語の概要は準備中です。原文の説明を表示しています。
2D game development principles. Sprites, tilemaps, physics, camera.
日本語の概要は準備中です。原文の説明を表示しています。
Use when the user asks to generate, remix, poll, list, download, or delete Sora videos via OpenAI’s video API using the bundled CLI (`scripts/sora.py`), including requests like “generate AI video,” “Sora,” “video remix,” “download video/thumbnail/spritesheet,” and batch video generation; requires `OPENAI_API_KEY` and Sora API access.
日本語の概要は準備中です。原文の説明を表示しています。