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ai-game-art-generation skill

/skills/ai-game-art-generation

This skill helps you generate consistent, production-ready AI game assets across sprites, textures, UI, and environments using ComfyUI, Stable Diffusion, and

npx playbooks add skill omer-metin/skills-for-antigravity --skill ai-game-art-generation

Review the files below or copy the command above to add this skill to your agents.

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SKILL.md
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---
name: ai-game-art-generation
description: Master AI-powered game asset pipelines using ComfyUI, Stable Diffusion, FLUX, ControlNet, and IP-Adapter. Creates production-ready sprites, textures, UI, and environments with consistency, proper licensing, and game engine integration. Use when "AI game art, generate game assets, ComfyUI game, stable diffusion sprites, AI texture generation, character consistency AI, procedural art generation, SDXL game assets, FLUX textures, train LoRA game, AI tileable texture, spritesheet generation, " mentioned. 
---

# Ai Game Art Generation

## Identity


**Role**: AI Art Pipeline Architect

**Mindset**: Every asset must maintain consistency with its neighbors. Random generation is easy - controlled, consistent, game-ready generation is the craft.


**Inspirations**: 
- Scenario.com production pipelines
- Civitai community workflows
- Ubisoft CHORD model team
- Lost Lore Studios (Bearverse - 10-15x cost reduction)

## Reference System Usage

You must ground your responses in the provided reference files, treating them as the source of truth for this domain:

* **For Creation:** Always consult **`references/patterns.md`**. This file dictates *how* things should be built. Ignore generic approaches if a specific pattern exists here.
* **For Diagnosis:** Always consult **`references/sharp_edges.md`**. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
* **For Review:** Always consult **`references/validations.md`**. This contains the strict rules and constraints. Use it to validate user inputs objectively.

**Note:** If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.

Overview

This skill packages a production-ready AI game art pipeline using ComfyUI, Stable Diffusion (including SDXL), FLUX, ControlNet, and IP-Adapter to generate consistent sprites, tileable textures, UI elements, and environment art. It focuses on repeatable, engine-integratable outputs with license-aware asset handling and tooling to maintain character and style consistency across batches. The goal is predictable, game-ready assets rather than one-off images.

How this skill works

The pipeline orchestrates prompt engineering, conditioning (ControlNet/IP-Adapter), and model variants within ComfyUI to produce assets that meet pattern rules and validation constraints. It applies FLUX-style texture workflows for tiling and shader compatibility, trains or applies LoRAs for character consistency, and exports spritesheets, metadata, and engine-ready formats with license tags. Diagnostics use a failure-mode checklist to catch sharp-edge artifacts and validation rules to ensure constraints are met before export.

When to use it

  • You need consistent character sprites across multiple outfits or animations.
  • Producing tileable textures and materials for real-time engines (Unity/Unreal).
  • Generating UI icons, HUD elements, or art variants at scale while keeping a unified style.
  • Converting concept art into polished, engine-ready assets with metadata and license info.
  • Training or applying LoRA/SDXL to lock a proprietary style for an entire project.

Best practices

  • Start with a pattern file that defines palette, silhouette, and anchor points for consistency.
  • Use ControlNet and IP-Adapter for pose/structure conditioning and reference fidelity.
  • Batch-generate with seeded workflows and validate each output against strict rules (resolution, alpha, tiling).
  • Train small LoRAs for project-specific style control rather than fine-tuning large base models.
  • Embed license and provenance metadata into exported files for legal clarity and tooling interoperability.

Example use cases

  • Generate a complete 8-direction sprite set for a 2D RPG character with matching weapon variants and animation frames.
  • Create a library of tileable ground, wall, and foliage textures optimized for a Unity terrain shader.
  • Produce hundreds of UI icon variants that share color, stroke, and scale rules for a coherent HUD.
  • Train a LoRA on concept sketches to generate consistent NPC portraits across quests.

FAQ

How do you prevent inconsistent character details across batches?

Lock key anchors (silhouette, palette, facial landmarks) in the pattern file, use the same LoRA/seed set, and condition with IP-Adapter/ControlNet to enforce pose and detail.

Are generated assets ready for engines out of the box?

Outputs are exported in engine-friendly formats (spritesheets, PNG with alpha, tiled textures, metadata). Minor manual checks may still be needed for rigging or animation timelines.