Star 历史趋势
数据来源: GitHub API · 生成自 Stargazers.cn
README.md

🎨 Game Assets Enhancer — a Claude Code skill

Turn a functional-but-plain game into one that looks hand-crafted.

Point Claude Code at any game codebase (or a brand-new game) and this skill will derive a style guide, generate every visual element as its own individual sprite via fal.ai, replace flat placeholder art, and rebuild the scene as multi-layer parallax with procedurally-placed sprites — sky, clouds, hills, buildings, playfield, foreground. Typical run: about 20 minutes from invoking the skill to a transformed game.

Built and battle-tested while making my own iOS games with Claude Fable 5 — I share the full story on my YouTube channel.

What it actually does

Three jobs, usually run in order:

  1. Style guide — derives (or defines) the game's visual language and writes it into a STYLE.md, so every asset generated afterwards matches. Includes lighting rules (single light direction, shared warm undertone, aerial perspective) — the difference between "cohesive game" and "clipart".
  2. Asset generation — every visual element becomes its own transparent sprite, generated against a single style anchor, background-removed, trimmed, and footprint-normalized. Character animations get real frame cycles (4+ frames, all edited from frame 1 so they don't drift). Never composite images, never baked text.
  3. Depth & parallax — rebuilds the scene as layered parallax driven by one world clock, with procedural slot-based placement (deterministic hashing — scenery reappears if you backtrack), foreground whip layers, and a cheap code "light grade" that fuses the layers into one lit world. Ends with a polish pass: landing squash, input snap, idle life on the focal element.

When you later edit a sprite, the skill modifies just that sprite — each object in the game is a separate image, so you can modify, duplicate or add sprites without regenerating the rest of the scene.

Requirements

  • Claude Code — developed and tested with Claude Fable 5. It should work on other models but expect more hand-holding; one-shotting a full graphics overhaul in a single 20-minute run is a Fable-tier trick.
  • A fal.ai account + API key — asset generation runs through the fal.ai MCP server. The skill uses:
    • fal-ai/nano-banana-pro for sprite generation and style-referenced edits
    • pixelcut/background-removal for cutouts
  • The fal.ai MCP connected to Claude Code — follow the MCP setup instructions in the fal.ai docs. ⚠️ Tip: add --scope user to the end of the claude mcp add command, otherwise the MCP is only registered for the current folder and won't be available in your other projects.

💸 Cost note: generation costs real money on your fal.ai account. A full game overhaul (30–60 sprites plus a few edit iterations) typically lands in the single-digit dollars, but iterating heavily on style will cost more. The skill is written to reuse and edit sprites rather than regenerate wherever possible.

Installation

As a personal skill (available in every project):

git clone https://github.com/adamlyttleapps/claude-skill-game-assets-enhancer.git \
  ~/.claude/skills/game-assets-enhancement

Or as a project skill (checked into one repo):

git clone https://github.com/adamlyttleapps/claude-skill-game-assets-enhancer.git \
  .claude/skills/game-assets-enhancement

That's it — Claude Code picks up the skill automatically. Verify with /skills or just ask Claude to use it.

Usage

Open Claude Code inside your game project and prompt something like:

use the game-assets-enhancement skill to upgrade the graphics of this game

Or for a new game:

build me a chrome-dinosaur style endless runner, then apply the game-assets-enhancement skill to make it look hand-crafted

Useful follow-ups once it's run:

restyle the whole game to SNES-era pixel art using the skill's relight-in-place recipe

the tree sprite is missing its trunk — regenerate just that sprite

What to expect during a run: Claude audits your visuals, writes a sprite manifest and STYLE.md, generates a style-anchor sprite first, then works through the manifest (each sprite generated → background-removed → trimmed), backs up your original art to art/originals/, rebuilds the scene as parallax layers, and finishes by verifying with screenshots and a scrolling capture.

Notes & limitations

  • A default art style is baked in — hand-painted cartoon: thick warm outlines, saturated colors, soft painterly shading (clean-line anime with watercolor-style backgrounds). The skill derives the style from your existing art when the game already has a look worth keeping, and you can override the style sentence in STYLE.md — the process is style-agnostic.
  • Engine-agnostic recipes, iOS-first testing. I built this for my iOS games (SwiftUI + SpriteKit). The recipes are written for any 2D stack — HTML canvas/JS, Phaser, Unity 2D, Godot — but I haven't personally verified WebGL / three.js projects. Play around and show me what you build.
  • Results vary between runs — that's generative art. The pipeline is built around a style anchor and edit-with-reference precisely to keep a whole set cohesive, but expect to regenerate the odd sprite.

License

MIT — do whatever you like, attribution appreciated.

Built by Adam Lyttle.

关于 About

No description, website, or topics provided.

语言 Languages

提交活跃度 Commit Activity

代码提交热力图
过去 52 周的开发活跃度
3
Total Commits
峰值: 3次/周
Less
More

核心贡献者 Contributors