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Claude Skill Game Assets Enhancer

Development community

Description

Turn a functional-but-plain game into one that looks hand-crafted.

Installation

This entry records only its repository, not the path inside it, so there is no exact command to give. Open the source below and copy the folder into ~/.claude/skills/, or the file into ~/.claude/agents/.

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:

  1. 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".
  2. 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.
  3. 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