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Pixel art

Skill SummerEngine/summer-engine-agent/skills/2d-assets/pixel-art

Use when generating pixel-art assets — sprites, items, tiles, portraits in a pixel style at a specific resolution (32×32, 64×64, 128×128). Pixel-perfect grid, limited palette, retro feel. Trigger on "pixel art", "8-bit art", "16-bit sprite", "pixel sprite", "retro tileset", "pixel icon", "pixel portrait".From its SKILL.md

Install
npx -y skills add SummerEngine/summer-engine-agent --skill pixel-art

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SKILL.md

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pixel-art — Pixel-Perfect Sprites and Tiles

This skill generates pixel-art assets — sprites, items, tiles, icons, portraits — at a target resolution (32×32, 64×64, 128×128, etc.). Pixel art has hard constraints (grid alignment, limited palette, no anti-aliased edges) that diffusion models violate by default. This skill encodes the prompt patterns and post-processing discipline that makes the output actually look like pixel art and not "blurry small image."

Backing tool: summer_generate_image with an explicit pixel-art prompt.

Two things about that tool you have to know before writing a call, because both silently do nothing:

  • There is no "pixel" style preset. style accepts exactly realistic, cartoon, anime, none; anything else is coerced to none. Only cartoon and anime do anything at all (they append a short suffix); realistic and none append nothing. So style: "pixel" is identical to style: "none" — the pixel look has to come entirely from the prompt. Use style: "none" and say so honestly.
  • options is not a general passthrough. The MCP tool forwards options to the server, which only recognizes Nano Banana provider keys: seed, outputFormat, safetyTolerance, syncMode, systemPrompt, limitGenerations, thinkingLevel. image_size and negative_prompt are not among them and are dropped without an error. There is no size or aspect-ratio argument on this tool at all — MCP images come back at the server's 1:1 default. Put framing and exclusions in the prompt text instead.

Pixel-perfect output is enforced in Summer Engine with Nearest texture filtering and by downscaling to the target resolution after generation.

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 → summer:2d-assets/character-portrait.
  • The user wants animated frames (walk cycle, attack) → summer:2d-assets/sprite-sheet (pixel art is harder for sprite sheets — read that skill's caveats).
  • The user wants a tileable seamless texture (not pixel art) → summer:2d-assets/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?

Write to .summer/pixel-anchor.md so the rest of the cast/tileset stays consistent:

## Pixel anchor

base resolution: 32x32 per sprite
palette: PICO-8 16-color
outline: hard 1px dark outline (NOT pure black — use the palette's darkest color)
shading: 3-tone (light, mid, shadow), no gradients, no AA

2. Search for existing assets

summer_search_assets(query="<subject> pixel", assetType="2d_image", source="all")

3. Build the prompt

Pattern:

pixel art <subject>, <resolution>, <palette>, <outline rule>, <shading rule>, no anti-aliasing, no blur, sharp pixel edges, transparent background

The model can't actually generate at 32×32 — it generates at 1024×1024 with pixel-art style. You then downscale to the target resolution post-import for crisp pixels.

4. Generate

summer_generate_image(
  prompt="pixel art slime monster, 32x32 sprite, PICO-8 palette, hard 1px outline in palette's darkest color, 3-tone shading, no anti-aliasing, no blur, sharp pixel edges, front-facing. Not blurry, no smooth gradients, no soft edges, not photorealistic, no 3D render.",
  model="nano-banana-2",
  style="none",
  options={ removeBackground: true }
)

Two deliberate choices there:

  • The negations live in the prompt. There is no negative_prompt argument — putting one in options is dropped silently. 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.
  • options.removeBackground: true is real and is the only options key in this skill that does anything: it runs a real background-removal pass after generation and returns a PNG with true alpha. Prefer it over asking for "transparent background" in the prompt, which is what 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: Nearest if the entire game is pixel art. This disables bilinear smoothing project-wide.

6. Import and wire

summer_import_from_url(url="<fileUrl>", path="res://sprites/slime.png")

For a Sprite2D:

summer_set_prop(
  scenePath="res://main.tscn",
  path="./Slime/Sprite2D",
  key="texture",
  value="res://sprites/slime.png"
)

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

GoalPrompt that worksWhy
Item icon (32×32)pixel art iron sword icon, 32x32, NES palette, hard outline, 3-tone shading, no AA, sharp edges, transparent background, three-quarter viewThree-quarter view reads better than pure side at 32px
Character sprite (64×64)pixel art knight character sprite, 64x64, PICO-8 palette, hard 1px outline, 3-tone shading, front-facing idle pose, no AA, sharp edges, transparent backgroundSpecifying "idle pose" prevents action poses that don't tile into a sheet
Pixel portrait (128×128)pixel art portrait of a young witch, 128x128, custom muted fantasy palette, hard outline, 4-tone shading, bust framing, looking forward, no AA, no blur, transparent backgroundHigher resolution allows 4-tone shading; 32px is too small for that
Tileset (16×16/tile)pixel art top-down tileset, grass-to-dirt transition, 16x16 per tile, 3x3 grid layout, NES palette, hard outline between tiles, 3-tone shading, no AA, sharp edgesTilesets render best in a labeled grid layout
Background object (64×64)pixel art mossy boulder, 64x64, fantasy palette, hard outline, 3-tone shading, no AA, transparent background, three-quarter viewBackground props benefit from three-quarter for depth
GB-style asset (Game Boy)pixel art skeleton enemy, 32x32, Game Boy 4-color green palette (#0f380f, #306230, #8bac0f, #9bbc0f), hard 1px outline, 2-tone shading, no AANaming the 4 hex codes locks the palette

Bad prompts (and why)

BadFailure mode
8-bit sword"8-bit" is interpreted loosely. Returns a smooth render of a sword with vague pixel feel. Specify resolution + palette + "no AA" explicitly.
pixel art knight, photorealisticConflicting directives. Model averages and gives you neither.
pixel art at 32x32 with no negationsModel adds soft edges and gradient shading. Always spell out "no anti-aliasing, no blur, no smooth gradients" in the prompt itself — there is no negative-prompt argument to fall back on.
pixel sprite walk cycleWalk cycles need consistent frames — single-prompt sprite sheets fail. Route to summer:2d-assets/sprite-sheet.
cute pixel art"Cute" without subject is undefined. Specify what.

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: Nearest so 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_prompt or image_size. Neither exists on this tool; both are dropped without an error, so the call looks like it worked and the output is off-style. Negations go in the prompt text; size is fixed.
  • 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 summer:2d-assets/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 to summer:2d-assets/sprite-sheet (and read its caveats).
  • User wants the entire game in pixel art. Set Project Settings → Rendering → Textures → Default Texture Filter: Nearest once. 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 summer:2d-assets/character-portrait with 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 manually fix edge seams in Aseprite. The AI gets you 80% there.

Fallback (no MCP)

Print the call:

summer_generate_image(
  prompt="<pixel art prompt with full anchor>. Not blurry, no smooth gradients, no anti-aliasing.",
  model="nano-banana-2",
  style="none",
  options={ removeBackground: true }
)

The Summer dashboard does expose size and negative-prompt controls that the MCP tool does not — if the user is running it there, tell them to set square + a real negative prompt.

Tell the user to run via the Summer dashboard, downscale in Aseprite/GIMP to true target resolution with nearest-neighbor, then 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 → summer:2d-assets/sprite-sheet with the base sprite as anchor.
  • Pixel UI → re-invoke with UI subjects (icons, button frames) at appropriate resolution.
  • Tilemap setup → summer:scene-composition for TileMap / TileMapLayer wiring.

See also

  • summer:2d-assets/sprite-sheet — animated pixel frames.
  • summer:2d-assets/character-portrait — high-res counterpart.
  • summer:asset-pipeline/asset-strategy — meta-router.
  • ../../../references/mcp-tools-reference.md — summer_generate_image schema.

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