Use this skill for production 2D sprites and frame-based animation, not for generic illustrations. Preserve approved character identity, palette, scale, and anchor conventions already present in the game.
Workflow
- Inspect the runtime's frame size, facing convention, anchor, palette, manifest, and animation definitions.
- Start from an approved in-game frame when one exists. Do not regenerate unrelated sprite sets for a focused change.
- Define action, direction, frame count, slot layout, timing, loop behavior, and transparency before generation.
- Generate or edit the whole strip together when possible; independent frame generation causes identity and scale drift.
- Normalize every frame to one canvas size, shared scale, and shared anchor, usually bottom-center.
- Update the asset manifest and animation metadata through stable keys.
- Inspect a preview and the animation at actual game scale before approval.
Use generate_canvas_media with saved image nodes and references when working on a canvas; use generate_image for standalone source art without a canvas. If the available generator cannot preserve an approved reference or transparency reliably, state the limitation and use the project's existing asset workflow rather than pretending consistency was verified.
Generation Invariants
- same character identity, silhouette, outfit proportions, and palette family
- consistent facing and camera angle
- transparent background with no scenery, labels, or poster composition
- exact frame count and grid layout
- readable action silhouettes at gameplay scale
- stable feet or contact point across frames
Quality Gates
- no frame-to-frame scale or anchor drift
- no clipped effects or unintended opaque background
- idle and transition frames connect without a visible jump
- timing matches the gameplay event
- manifest, preload, and runtime animation names agree
Use ../phaser-2d-game/SKILL.md for runtime integration and ../game-playtest/SKILL.md for in-game verification.