Godot Asset Generator
Generate game assets using AI image generation APIs (DALL-E, Replicate, fal.ai) and prepare them for Godot. Covers the full art pipeline from concept art and style guides to final sprites, sprite sheets, and import configuration. This skill should be used when creating game art, generating sprites, making tilesets, creating UI elements, or preparing assets for Godot import. Keywords: game assets, AI art, DALL-E, Replicate, fal.ai, sprite sheet, tileset, Godot, pixel art, character sprite, game art, texture, animation frames.
- Skill ID
- jwynia/agent-skills/godot-asset-generator
- Publisher
- jwynia
- Repository
- agent-skills
- Installs
- 0
- Files
- 11
- License
- MIT
- Requires
- Requires Deno runtime. API keys for chosen provider (OPENAI_API_KEY, REPLICATE_API_TOKEN, or FAL_KEY).
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
jwynia/agent-skills/godot-asset-generatorInstalls these files- SKILL.md
- assets/prompts/pixel-art-templates.json
- assets/style-guides/style-guide-template.json
- references/api-guides/openai-dalle.md
- references/godot-integration/import-settings.md
- references/prompting/pixel-art.md
- scripts/batch-generate.ts
- scripts/generate-image.ts
- scripts/generate-import-files.ts
- scripts/pack-spritesheet.ts
- scripts/process-sprite.ts
What this skill tells the agent
Godot Asset Generator
Generate game assets using AI image generation APIs and prepare them for use in Godot 4.x. This skill covers the complete art pipeline from concept to Godot-ready sprites.
When to Use This Skill
Use this skill when:
- Generating game sprites, characters, or objects using AI
- Creating tilesets for platformers or top-down games
- Generating UI elements, icons, or menu assets
- Batch-generating animation frames
- Preparing AI-generated assets for Godot import
- Creating consistent asset sets with style guides
Do NOT use this skill when:
- Creating 3D models or textures (2D assets only)
- Manual pixel art or illustration (use art software)
- Complex frame-by-frame animation (use animation tools)
- Working with existing assets (use Godot directly)
Prerequisites
Required:
- Deno runtime installed
- At least one API key:
OPENAI_API_KEYfor DALL-E 3REPLICATE_API_TOKENfor Replicate (SDXL, Flux)FAL_KEYfor fal.ai
Optional:
- ImageMagick for advanced image processing
- Godot 4.x project for import file generation
Quick Start
Generate a Single Image
deno run --allow-env --allow-net --allow-write scripts/generate-image.ts \
--provider dalle \
--prompt "pixel art knight character, front view, 16-bit style, transparent background" \
--output ./assets/knight.pngBatch Generate Animation Frames
deno run --allow-env --allow-net --allow-read --allow-write scripts/batch-generate.ts \
--spec ./batch-spec.json \
--output ./generated/Create Sprite Sheet
deno run --allow-read --allow-write scripts/pack-spritesheet.ts \
--input ./generated/*.png \
--output ./sprites/player-sheet.png \
--columns 4Core Workflow
Phase 1: Style Definition
Define your art style before generating assets:
- Choose Art Style: Pixel art, hand-drawn, painterly, or vector
- Create Style Guide: Document colors, modifiers, and constraints
- Test Prompts: Generate samples to validate style consistency
{
"style": "pixel-art",
"resolution": 64,
"palette": "limited-16-colors",
"modifiers": "16-bit, no anti-aliasing, clean pixels"
}Phase 2: Asset Generation
Generate assets using the appropriate provider:
- Single Assets: Use
generate-image.tsfor individual images - Batch Assets: Use
batch-generate.tsfor multiple related assets - Iterate: Refine prompts based on results
Phase 3: Post-Processing
Prepare raw AI output for game use:
- Background Removal: Extract sprites from backgrounds
- Color Correction: Normalize palette if needed
- Resize: Scale to exact game resolution
- Trim/Pad: Remove whitespace, add sprite padding
deno run --allow-read --allow-write scripts/process-sprite.ts \
--input ./raw/knight.png \
--output ./processed/knight.png \
--remove-bg \
--resize 64x64 \
--filter nearestPhase 4: Godot Integration
Prepare assets for Godot import:
- Pack Sprite Sheets: Combine frames into optimized sheets
- Generate Import Files: Create
.importwith optimal settings - Configure Animations: Set up SpriteFrames resources
API Provider Selection
| Provider | Best For | Quality | Cost | Speed |
|---|---|---|---|---|
| DALL-E 3 | Consistency, high detail | Excellent | $$$ | Medium |
| Replicate | Style control, variations | Very Good | $$ | Medium |
| fal.ai | Fast iteration, testing | Good | $ | Fast |
DALL-E 3 (OpenAI)
Best for high-quality, consistent results. Excellent prompt following.
--provider dalle --model dall-e-3- Sizes: 1024x1024, 1792x1024, 1024x1792
- Quality: standard, hd
- Style: vivid, natural
Replicate (SDXL/Flux)
Best for style control and cheaper batch generation.
--provider replicate --model stability-ai/sdxl- More model options (SDXL, Flux, specialized)
- Negative prompts supported
- ControlNet and img2img available
fal.ai
Best for rapid iteration and testing prompts.
--provider fal --model fal-ai/flux/schnell- Fastest inference
- Good for prototyping
- Lower cost per image
Prompting by Art Style
Pixel Art
"pixel art [subject], 16-bit style, clean pixels, no anti-aliasing,
limited color palette, retro game sprite, transparent background"Key modifiers: 16-bit, 8-bit, pixel art, retro, clean pixels, no anti-aliasing
Avoid: realistic, detailed, smooth, gradient
Hand-Drawn / Illustrated
"hand-drawn illustration of [subject], ink lines, watercolor texture,
sketch style, game art, white background"Key modifiers: hand-drawn, illustration, ink lines, sketch, watercolor
Painterly / Concept Art
"digital painting of [subject], concept art style, painterly brush strokes,
dramatic lighting, game asset"Key modifiers: digital painting, concept art, painterly, brush strokes
Vector / Flat Design
"flat design [subject], vector art style, clean edges, solid colors,
minimal shading, game icon, transparent background"Key modifiers: flat design, vector, clean edges, solid colors, minimal
Script Reference
generate-image.ts
Generate a single image from any supported provider.
deno run --allow-env --allow-net --allow-write scripts/generate-image.ts [options]
Options:
--provider <name> Provider: dalle, replicate, fal (required)
--prompt <text> Generation prompt (required)
--output <path> Output file path (required)
--model <name> Specific model (optional, provider-dependent)
--size <WxH> Image size, e.g., 1024x1024 (default: 1024x1024)
--style <name> Style preset: pixel-art, hand-drawn, painterly, vector
--negative <text> Negative prompt (Replicate/fal only)
--quality <level> Quality: standard, hd (DALL-E only)
--json Output metadata as JSON
-h, --help Show helpbatch-generate.ts
Generate multiple images from a specification file.
deno run --allow-env --allow-net --allow-read --allow-write scripts/batch-generate.ts [options]
Options:
--spec <path> Path to batch specification JSON (required)
--output <dir> Output directory (required)
--concurrency <n> Parallel requests (default: 2)
--delay <ms> Delay between requests (default: 1000)
--resume Resume from last successful
--json Output results as JSON
-h, --help Show helpBatch Spec Format:
{
"provider": "replicate",
"model": "stability-ai/sdxl",
"style": "pixel-art",
"basePrompt": "16-bit pixel art, game sprite, transparent background",
"assets": [
{ "name": "player-idle", "prompt": "knight standing idle, front view" },
{ "name": "player-walk-1", "prompt": "knight walking, frame 1 of 4" },
{ "name": "player-walk-2", "prompt": "knight walking, frame 2 of 4" }
]
}process-sprite.ts
Post-process generated images for game use.
deno run --allow-read --allow-write scripts/process-sprite.ts [options]
Options:
--input <path> Input image path (required)
--output <path> Output image path (required)
--remove-bg Remove background (make transparent)
--resize <WxH> Resize to dimensions
--filter <type> Resize filter: nearest, linear (default: nearest)
--trim Trim transparent whitespace
--padding <n> Add padding pixels
--color-key <hex> Color to make transparent (e.g., ff00ff)
-h, --help Show helppack-spritesheet.ts
Pack multiple sprites into a sprite sheet.
deno run --allow-read --allow-write scripts/pack-spritesheet.ts [options]
Options:
--input <pattern> Input files (glob pattern, required)
--output <path> Output sprite sheet path (required)
--columns <n> Number of columns (default: auto)More from jwynia
Use this skill in a project
Open any RiverX project, search the Skills panel for jwynia/agent-skills/godot-asset-generator, and install it in one click.
