SpriteCook Generate Sprites
Use this skill for still-image generation. Pair it with spritecook-workflow-essentials for credits, manifests, safe downloads, and shared defaults.
Requires: SpriteCook MCP server connected to your editor. Set up with npx spritecook-mcp setup or see spritecook.ai.
For a complete UI screen or cohesive UI system, stop and use spritecook-build-ui-kits instead. The UI-kit workflow creates one coherent concept before extracting reusable controls and states. Keep generate_game_art(mode="ui") for one isolated icon, badge, button, control, divider, frame, or decoration.
Pixel-Art Model Default
- For new pixel-art sprites, use
generate_game_artwithmodel="gemini-nano-banana-2.1",pixel=true, andresolution="1K"unless the user requests different settings. For a new base character, usegenerate_character(model="gemini-nano-banana-2.1", ...). - Keep explicit user choices and saved preset models. For edits, preserve the source model inherited by the tool unless the user requests a model change.
- Check
list_generation_modelsfor current availability and prices. Nano Banana 2.1 retains NB2's base 12 / 18 / 30 credits at 1K / 2K / 4K at release. Source resolution is separate from the requested pixel-art dimensions and does not guarantee an exact final canvas size. - For transparent sprites, continue using
background="transparent"; SpriteCook removes the background after generation. NB2.1 does not produce native alpha transparency. - Keep the MCP tool's reference limits:
style_asset_idsaccepts at most 10 IDs, plus the supported reference or edit asset. The provider's 14-image total limit does not increase this tool's argument limit. - Complete UI kits follow
spritecook-build-ui-kitsand its own model default.
Tool
generate_game_art
Generate game art assets from a text prompt. Supports both pixel art and detailed/HD styles. Returns a job immediately by default; follow the returned poll.tool and poll.arguments until the assets are ready. Pass wait_seconds only when an explicit bounded wait is useful.
Referenced assets must belong to the user's account. style_asset_ids can be combined with either reference_asset_id or edit_asset_id. Do not combine reference_asset_id and edit_asset_id.
If the user provides local image file paths for these references, use spritecook-upload-assets first and pass the returned asset IDs into the appropriate reference field.
Reference Roles
- Use
style_asset_idsfor style guide images: ambient style, palette, proportions, rendering, and art-direction context. This is the normal choice when generating a new related asset that should match an existing collection, such as giving three existing buildings as style guides before asking for a new building type. SpriteCook already treats these images as style references; mention them in the prompt only when the user wants a specific trait called out. - Use
reference_asset_idwhen one specific asset is the source or context for the prompt, such asmake a building in a similar style to this one,give me just the door sprite, oruse this character as the visual reference. - Use
edit_asset_idwhen the user wants a direct modification of one existing asset, such asmake this roof red,remove the sign, orchange the helmet color.
list_generation_models
List available still-image generation models, pixel-art support, reference-image limits, supported quality options, and SpriteCook credit costs per image. Call this when choosing a model or when the user asks what models/costs are currently available.
list_character_workflows
List guided pixel-art character perspectives, default animation ids, source-view/prep requirements, frame counts, and credit estimates.
Perspectives and preset animations:
generate_character
Generate a base pixel-art character with SpriteCook's recommended character settings: 64x64, transparent background, 1K square, tight smart crop, and the perspective-specific character prompt rewrite. Returns a job immediately by default; when complete, the first generated asset is the character_id.
generate_character_animations
Generate preset and/or custom animations for a base character asset. Returns a character-animation run immediately by default; follow the returned polling contract until canonical assets entries are ready.
Custom animations use the custom prompt as the final animation prompt and skip preset prompt enhancement. source_view defaults to front_idle; if another source view needs prep, SpriteCook uses the matching workflow prep dependency for that perspective.
Example custom animation:
check_character_animation_run
Check a guided character animation run by id. Returns run status, item statuses, canonical generated assets, prep state, failures, and credits.
Async Result Contract
- Follow the returned
poll.toolwith its exactpoll.arguments; usecheck_job_statusfor jobs andcheck_character_animation_runfor character-animation runs. - Treat
operation_idas the generic operation identifier while retainingjob_idorrun_idfor the matching poll tool. - On success, use each asset's
asset_idandsprite_url. Usespritesheet_urlonly when an animation also provides a spritesheet. - If a successful response contains
warning.code="asset_output_unavailable", execute the suppliedwarning.recoverytool call instead of searching arbitrary nested URL fields.
Working Style
- Be specific about subject, pose, camera/view angle, and key materials.
- Call
list_generation_modelswhen current model names, pixel-art support, quality options, or credit costs matter. - When the user asks to use a saved preset, use
list_presetsandget_preset_settingsfirst, then map the returned prompt, style, model, size, color, and reference guidance intogenerate_game_art. - Use
list_character_workflows,generate_character, andgenerate_character_animationswhen the user wants a directly usable animated character set. - Route menus, HUDs, inventories, dialogs, settings screens, overlays, and other complete UI compositions to
spritecook-build-ui-kits. - Default to pixel art unless the user asks for HD, detailed, smooth, realistic, or high-res output.
- When the user wants the same character or item in multiple outputs, generate one canonical still asset first and reuse that asset ID.
- Use
style_asset_idsfor follow-up generations that should keep the same visual style, especially when a preset returnssettings.reference.styleAssetIds. - Use
reference_asset_idwhen the prompt depends on one specific visual/context reference asset. - Use
edit_asset_idwhen directly modifying one existing SpriteCook asset. - Do not generate multiple independent still variations when the real goal is one consistent character plus later animations.
- Prefer
smart_crop_mode="tightest"unless the user explicitly asks for"power_of_2".
Consistency Rules
- For a motion set like idle, walk, attack, or hurt: generate the base character once, then animate that exact
asset_idseparately for each motion. - For asset variations that should stay recognizably the same design, prefer
edit_asset_idfor direct modification orstyle_asset_idsfor style guidance over a brand-new unreferenced generation. - Only skip a reference when the user explicitly wants different designs to explore.
Pixel Art vs Detailed Art
Pixel art (pixel: true, default):
- Crisp hard edges, no anti-aliasing, visible pixel grid
- Automatic pixel-perfect post-processing for clean grid alignment
- Best for retro games, indie games, and 8-bit/16-bit projects
Detailed/HD art (pixel: false):
- Smooth gradients, fine detail, anti-aliased edges
- Higher fidelity output without pixel grid constraints
- Best for HD 2D games, concept art, and marketing assets
Choose based on the game's art direction. When the user does not specify, default to pixel art.
