pixel-art is a skill from the Summer skill library: a guide your AI agent reads when the task matches, so it builds the good version on the first try. Generate pixel-art sprites, items, tiles and portraits at a set resolution with a limited palette.
When your agent uses it
- Generating pixel-art assets — sprites, items, tiles, portraits — in a pixel style at a specific resolution (32x32, 64x64, 128x128)
- A retro or low-resolution 2D game needs sprites, tiles, or portraits on a fixed grid with a limited palette
Install
summer setup installs every skill for your agent. To add only this one:
claude-code for your agent, such as codex or cursor. See Skills for every option.
The skill
This skill generates pixel-art sprites, items, tiles, icons and portraits at a target resolution (32×32, 64×64, 128×128). Pixel art has hard constraints (grid alignment, limited palette, no anti-aliased edges) that diffusion models break by default. The prompt patterns and post-processing below make the output read as pixel art instead of a blurry small image. Backing operation:assets.generate_image with an explicit pixel-art prompt.
Two things about that operation you have to know before writing a call:
- There is no
"pixel"style preset.styleaccepts exactlyrealistic,cartoon,anime,none; anything else is coerced tonone. Onlycartoonandanimedo anything at all (they append a short suffix);realisticandnoneappend nothing. Sostyle: "pixel"is identical tostyle: "none"— the pixel look has to come entirely from the prompt. Usestyle: "none". - There is no
optionsobject and no negative prompt. Shape isaspectRatio(1:1default, right for sprites and tiles), a minimum size iswidth+height, andseedrepeats a look on Nano Banana models. Exclusions go in the prompt text. The model renders far above the pixel grid either way; the target resolution comes from the downscale below.
When to use
- “Generate a 32×32 sword icon for the inventory.”
- “I need a pixel-art portrait of the merchant for the dialogue UI.”
- “Make a 64×64 enemy sprite — a slime monster.”
- “Generate a tileset for a grass / dirt / stone biome at 16×16 per tile.”
- The game has a pixel-art aesthetic and the user wants assets in-style.
When NOT to use
- The user wants a high-resolution painterly portrait →
character-portrait. - The user wants animated frames (walk cycle, attack) →
sprite-sheet(pixel art is harder for sprite sheets — read that skill’s caveats). - The user wants a tileable seamless texture (not pixel art) →
tileable-texture. - The game is 3D / non-pixel — verify the user actually wants pixel before generating.
Steps
1. Lock the resolution and palette
Ask the user (or read.summer/GameSoul.md):
- Resolution per asset: 16×16, 32×32, 64×64, 128×128 are standard. Sprites usually 32 or 64; portraits 64 or 128; icons 16 or 32.
- Palette: named retro palette (NES 56-color, Game Boy 4-color green, PICO-8 16-color, Sweetie-16) OR custom hex list OR “no palette restriction.”
- Outline: hard black outline, colored outline, or no outline?
.summer/pixel-anchor.md so the rest of the cast/tileset stays consistent:
2. Search for existing assets
3. Build the prompt
Pattern:4. Generate
- The negations live in the prompt. There is no
negative_promptargument. Diffusion models honor in-prompt negations less reliably than a real negative-prompt field, so state them as plain sentences at the end and expect to regenerate more often than you would on a provider UI that exposes the field. removeBackground: trueis its own argument. It runs a background-removal pass after generation and returns a PNG with true alpha. Prefer it over asking for “transparent background” in the prompt, which makes models paint a literal checkerboard.
5. Downscale to target resolution
The generated image is 1024×1024 pixel-style. To get true crisp pixels at 32×32:- Import to the engine, then in the import dock set
Filter: Nearest(no smoothing). - For a true 32×32 atlas/icon, downscale in an external editor (Aseprite, GIMP “nearest neighbor”) to 32×32 before importing. Aseprite’s “Sprite > Sprite Size” with Nearest gives the cleanest result.
- In Summer Engine, set
Project Settings → Rendering → Textures → Default Texture Filter: Nearestif the entire game is pixel art. This disables bilinear smoothing project-wide.
6. Import and wire
Sprite2D:
texture is a property on the node, so it is summer_set_prop. summer_set_resource_property is for reaching inside a resource the node already holds (mesh size, material albedo) and needs all five of scenePath, nodePath, resourceProperty, subProperty, value — there is no two-argument form.
Confirm Filter: Nearest is set in the import dock OR project-wide.
Prompt patterns
Bad prompts (and why)
Anti-patterns
- Skipping the downscale. The model returns a 1024×1024 pixel-style image. If you import that as a 1024 texture, the “pixels” are actually 32-pixel blocks of soft color. Downscale to true target resolution OR set
Filter: Nearestso the up-rendering doesn’t smooth. - No
Filter: Nearest. The default texture filtering is bilinear. Set Nearest on import or project-wide for pixel art. - Reaching for
negative_promptorimage_size. Neither exists onassets.generate_image, and a field it does not list does nothing, so the call looks like it worked and the output is off-style. Negations go in the prompt text; shape isaspectRatio, a minimum sizewidth+height. - Inconsistent palette across the cast. Pick a named palette (PICO-8, NES, custom hex list) and re-use across every asset in the project. Different palettes = the project doesn’t read as one game.
- Generating walk-cycle frames as one image. Sprite sheets via single-prompt are unreliable. Route to
sprite-sheet.
Edge cases
- User wants animated pixel sprites. Generate base sprite here, then per-frame variants via img2img with the base as
referenceImageUrl. For more than 2-3 frames, route tosprite-sheet(and read its caveats). - User wants the entire game in pixel art. Set
Project Settings → Rendering → Textures → Default Texture Filter: Nearestonce. Saves you from re-setting it on every import. - User wants a high-res “pixel art” portrait that’s not actually pixelated (faux-pixel-aesthetic at full resolution). That’s
character-portraitwith a “pixel art aesthetic” prompt — not this skill. - User specifies a palette like “Sweetie-16” or “Endesga-32” and the model ignores it. Name the hex codes explicitly. Palette names alone are unreliable below the top 5-10 famous ones.
- Tilesets need to tile cleanly. Pixel-art tile-edge cleanliness from raw generation is poor. Generate the tile grid, then fix edge seams by hand in Aseprite.
Without Summer Engine
In a session without Summer Engine tools (the assets profile; thesummer-assets skill has the whole loop), do steps 1-5 and skip step 6 (import and wiring). In step 5, downscale with nearest-neighbour in an image editor; the engine settings there do not apply. Pass out with the person’s folder so the PNG lands there (the summer-assets skill says how), and tell them to turn texture filtering off in their engine.
Fallback (no MCP)
Print the call:summer_import_from_url (or drop into res://sprites/) and set Filter: Nearest.
If MCP is offline entirely: open Aseprite or Piskel and hand-author the asset. For pixel art at small resolutions, hand-authoring is often faster than fixing a generation.
Handoff
After the asset is wired:- More assets in the same style → re-invoke this skill, re-use the pixel anchor.
- Animation frames for the sprite →
sprite-sheetwith the base sprite as anchor. - Pixel UI → re-invoke with UI subjects (icons, button frames) at appropriate resolution.
- Tilemap setup →
scene-compositionforTileMap/TileMapLayerwiring.
See also
sprite-sheet— animated pixel frames.character-portrait— high-res counterpart.asset-strategy— meta-router.summer_docs_readidreference/mcp-tools-reference— how to callassets.generate_image.
From a shell
No Summer MCP tools in this session? Run each one as a command; whensummer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
Related skills
character-portrait: Generate one polished character bust for dialogue UI, character select, lore cards or codex entries.sprite-sheet: Generate animated 2D character sprite sheets (walk, attack, idle, death) for AnimatedSprite2D.tileable-texture: Generate a seamless tileable texture for walls, floors or terrain, wired as a StandardMaterial3D albedo.asset-strategy: Route any ‘I need a [thing]’ asset request to the right skill: 2D, 3D, audio, video, VFX or animation.create-asset-sheet: Generate a pack of 2D assets from one prompt (tile sheet, UI kit, character pack, biome), sliced.
Source:
library/skills/pixel-art/SKILL.md, rendered from summer-engine@4.3.0 on npm.
