Claude Skill Game Assets Enhancer — Development skill for Claude Code
Turn a functional-but-plain game into one that looks hand-crafted.
How to install Claude Skill Game Assets Enhancer
This entry records only its repository, not the path inside it, so there is no
exact command to give. Open adamlyttleapps/claude-skill-game-assets-enhancer and copy the folder into
~/.claude/skills/, or the file into ~/.claude/agents/.
What Claude Skill Game Assets Enhancer does
Turn a functional-but-plain game into one that looks hand-crafted.
Alternatives in Development
- Module Build — Build and package a module for distribution (compile assets + zip) 407 ★
- Prompt Enhancer — You are the Prompt Enhancer for AutoDesign 180 ★
- Tailor — Set CC in /tailor mode, Ask claude for changes and improvements to the application assets argument-hint compan 167 ★
README
🎨 Game Assets Enhancer — a Claude Code skill
Turn a functional-but-plain game into one that looks hand-crafted.
Point Claude Code at any game codebase (or a brand-new game) and this skill will derive a style guide, generate every visual element as its own individual sprite via [fal.ai](https://fal.ai), replace flat placeholder art, and rebuild the scene as multi-layer parallax with procedurally-placed sprites — sky, clouds, hills, buildings, playfield, foreground. Typical run: **about 20 minutes** from invoking the skill to a transformed game.
Built and battle-tested while making my own iOS games with Claude Fable 5 — I share the full story on my YouTube channel.
What it actually does
Three jobs, usually run in order:
- Style guide — derives (or defines) the game's visual language and writes
it into a
STYLE.md, so every asset generated afterwards matches. Includes lighting rules (single light direction, shared warm undertone, aerial perspective) — the difference between "cohesive game" and "clipart". - Asset generation — every visual element becomes its own transparent sprite, generated against a single style anchor, background-removed, trimmed, and footprint-normalized. Character animations get real frame cycles (4+ frames, all edited from frame 1 so they don't drift). Never composite images, never baked text.
- Depth & parallax — rebuilds the scene as layered parallax driven by one world clock, with procedural slot-based placement (deterministic hashing — scenery reappears if you backtrack), foreground whip layers, and a cheap code "light grade" that fuses the layers into one lit world. Ends with a polish pass: landing squash, input snap, idle life on the focal element.
When you later edit a sprite, the skill modifies just that sprite — each object in the game is a s
Related Skills
Ink Film
A Claude Code skill that turns a poem, script or brand story into a hand-drawn film — every frame drawn in Jav
Inko Skill
Agent Skill: realistic handwriting with the Inko API — solve & hand-write homework, write on your own notebook
Generate Assets
Generate real game assets — images, textures, skyboxes, 3D models, SFX, music, voice, and intro/cinematic vide
Godot Placeholders
Generate placeholder textures, scenes, 3D primitive meshes, and audio stubs for a Godot project so the game is
Seedance Video Script
Seedance 2.5 视频分镜提示词生成 Skill for Agent 把商业意图+素材转成可直接用的视频脚本prompt Turn business intent + assets into ready-to-u
Distribution Skills
Skills for Claude Code that turn a product into the assets that sell it. First skill: Motion Market.
Related Agents
Context Engineering Kit
by Vlad Goncharov - Hand-crafted collection of advanced context engineering techniques and patterns with minim
Targeting Strategist
Use to set or change who Lead Radar looks for, from a website, a deck, a customer list or a plain instruction.
Timps AI Workflow Orchestrator
Turn a plain-English multi-step workflow into executable code for LangGraph, Temporal, or Claude-Flow — plus a