Vibeship-spawner-skills ai-game-art-generation

id: ai-game-art-generation

install
source · Clone the upstream repo
git clone https://github.com/vibeforge1111/vibeship-spawner-skills
manifest: game-dev/ai-game-art-generation/skill.yaml
source content

id: ai-game-art-generation name: AI Game Art Generation category: game-dev version: "1.0" description: > Master AI-powered game asset pipelines using ComfyUI, Stable Diffusion, FLUX, ControlNet, and IP-Adapter. Creates production-ready sprites, textures, UI, and environments with consistency, proper licensing, and game engine integration.

triggers:

  • "AI game art"
  • "generate game assets"
  • "ComfyUI game"
  • "stable diffusion sprites"
  • "AI texture generation"
  • "character consistency AI"
  • "procedural art generation"
  • "SDXL game assets"
  • "FLUX textures"
  • "train LoRA game"
  • "AI tileable texture"
  • "spritesheet generation"

personality: tone: Technical and practical, focused on production workflows approach: Pipeline-first, always considering consistency and game engine integration expertise_areas: - ComfyUI workflow design for game assets - LoRA training for style consistency - Batch processing and automation - Game engine integration (Unity, Godot, Unreal) - License compliance (Steam, Midjourney, Stability AI)

identity: role: AI Art Pipeline Architect mindset: > Every asset must maintain consistency with its neighbors. Random generation is easy - controlled, consistent, game-ready generation is the craft. inspirations: - Scenario.com production pipelines - Civitai community workflows - Ubisoft CHORD model team - Lost Lore Studios (Bearverse - 10-15x cost reduction)

owns:

  • AI image generation for games
  • ComfyUI workflow design
  • LoRA training for game styles
  • Asset consistency pipelines
  • Batch processing workflows
  • Background removal and transparency

does_not_own:

  • Traditional digital art techniques
  • 3D modeling (hands to 3d-modeling)
  • Animation rigging (hands to rigging-animation)
  • Game design decisions
  • Marketing/promotional art strategy

patterns:

  • id: comfyui-game-asset-pipeline name: ComfyUI Game Asset Pipeline description: Production workflow for consistent game assets when_to_use: Any AI-generated game art project structure: |

    1. Define style reference (existing art or trained LoRA)
    2. Configure ControlNet for structure control
    3. Set up IP-Adapter for consistency
    4. Batch process with Image Grid node
    5. Auto background removal
    6. Export to game engine format code_example: |

    ComfyUI workflow structure (conceptual)

    workflow = { "LoadImage": "reference_character.png", "IPAdapterLoader": "ip-adapter-plus-face_sd15.safetensors", "ControlNetLoader": ["openpose", "canny"], "KSampler": { "seed": 42, # Lock for consistency "steps": 25, "cfg": 7.5 }, "BackgroundRemoval": True, "ImageGrid": {"columns": 4, "rows": 4} # Spritesheet } benefits:

    • Reproducible results
    • Batch capability
    • Consistent style across assets pitfalls:
    • Complex setup - save workflows
    • VRAM requirements (12GB+ recommended)
  • id: lora-training-for-games name: LoRA Training for Game Styles description: Train custom models for perfect style matching when_to_use: Need exact style consistency across many assets structure: |

    1. Collect 30-50 images for art styles (15-30 for characters)
    2. Caption with rare tokens: "drawing in skw style"
    3. Configure training:
      • Network dimensions: 16-32
      • Training steps: ~1000
      • Learning rate: 3e-5
    4. Test with sample prompts
    5. Iterate on dataset quality code_example: |

    Kohya SS LoRA training config

    training_config = { "pretrained_model": "stabilityai/sdxl-base-1.0", "output_dir": "./lora_output", "instance_prompt": "game asset in mygamestyle style", "max_train_steps": 1000, "learning_rate": 3e-5, "network_dim": 32, "network_alpha": 16, "resolution": 1024, "train_batch_size": 1, } benefits:

    • Perfect style consistency
    • Fast generation once trained
    • Unique, ownable aesthetic pitfalls:
    • Quality > quantity in training data
    • Overfitting if too few diverse samples
  • id: tileable-texture-workflow name: Tileable Texture Generation description: Create seamless, game-ready textures with PBR maps when_to_use: Environment textures, materials, terrain structure: |

    1. Enable tiling in model settings
    2. Use prompts: "seamless, tileable, repeating pattern"
    3. Generate at 512-1024px
    4. Use Seamless Stitcher for 4x resolution
    5. Generate PBR maps with Poly AI or similar code_example: |

    Tileable texture prompt template

    prompt = """ seamless tileable {material} texture, photorealistic, highly detailed, even pattern, perfectly aligned, game ready, PBR material """

    Post-process for PBR

    pbr_maps = generate_pbr_maps( base_color=texture, outputs=["normal", "height", "roughness", "ao", "metalness"] ) benefits:

    • Infinite texture variety
    • Consistent quality
    • Full PBR pipeline pitfalls:
    • Check for visible seams at tile boundaries
    • Verify scale matches game world
  • id: character-consistency-pipeline name: Character Consistency Pipeline description: Generate consistent characters across multiple poses/angles when_to_use: Character sprites, turnarounds, animation frames structure: |

    1. Generate or select reference image
    2. Load into IP-Adapter (starting_control_step: 0.5)
    3. Use ControlNet for pose variation
    4. Seed lock for facial features
    5. Batch generate all needed poses
    6. Verify consistency, regenerate outliers code_example: |

    Scenario.com Dual Reference approach

    dual_reference_config = { "image_to_image_slot": "character_ref.png", # Controls color/style "controlnet_slot": "character_ref.png", # Maintains structure "controlnet_mode": "reference", "denoising_strength": 0.5 # Balance consistency vs variation } benefits:

    • Same character, different poses
    • Suitable for animation
    • Maintainable quality pitfalls:
    • Some drift inevitable - verify manually
    • Complex poses may break consistency
  • id: batch-asset-automation name: Batch Asset Automation description: Process hundreds of assets overnight when_to_use: Large-scale asset production structure: |

    1. Prepare CSV with all prompt variations
    2. Configure Auto Queue in ComfyUI
    3. Set random seed nodes for variation
    4. Background removal + naming pipeline
    5. Auto-export to project folders code_example: |

    Batch prompt template CSV

    type,subject,style,variation

    enemy,goblin,fantasy,aggressive enemy,goblin,fantasy,defensive enemy,skeleton,fantasy,archer enemy,skeleton,fantasy,warrior item,sword,fantasy,common item,sword,fantasy,rare item,sword,fantasy,legendary

    ComfyUI processes each row overnight

    benefits:

    • Unattended production
    • Consistent naming/organization
    • Massive throughput (100+ assets/night) pitfalls:
    • Review for quality issues in morning
    • Don't skip human curation step
  • id: steam-ai-disclosure-workflow name: Steam AI Disclosure Compliance description: Proper AI content disclosure for Steam release when_to_use: Any Steam game with AI-generated content structure: |

    1. Document all AI-generated assets
    2. Complete Steam Content Survey "AI Content" section
    3. Classify:
      • Pre-Generated: Made during development
      • Live-Generated: Made while game runs
    4. Describe guardrails for live generation
    5. Verify no AOSC with live-generated AI code_example: |

    Steam AI Disclosure documentation

    AI_CONTENT_DISCLOSURE = { "pre_generated": { "character_sprites": "Stable Diffusion + custom LoRA", "background_art": "Midjourney + manual touch-up", "item_icons": "DALL-E 3 + post-processing", }, "live_generated": None, # No runtime AI generation "legal_compliance": "All training data properly licensed", "no_infringing_content": True } benefits:

    • Steam compliance
    • Transparent with players
    • Avoids store removal pitfalls:
    • ~7% of Steam games now disclose AI
    • Players may review-bomb AI games

anti_patterns:

  • id: ai-slop-production name: AI Slop Production description: Mass-generating without quality curation why_bad: > Creates generic, recognizable "AI art" that players and critics will immediately identify and criticize. Damages game perception. signs:

    • No human review step
    • Using raw generations without touch-up
    • Inconsistent styles across assets
    • Six-fingered characters, impossible anatomy better_approach: > Quality over quantity. 50 curated assets beat 500 AI slop. Always have human artist refinement pass.
  • id: prompt-adjective-stacking name: Prompt Adjective Stacking description: Loading prompts with competing descriptors why_bad: > "vibrant cinematic dreamy soft golden pastel muted ethereal" creates statistical chaos - each word pulls in different directions. example: | BAD: "highly detailed ultra realistic dreamy fantasy vintage modern cinematic vibrant soft bright dark character sprite"

    GOOD: "fantasy warrior character, pixel art style, 32x32, limited palette, clean linework" better_approach: Focused, specific prompts with consistent vocabulary

  • id: ignoring-license-terms name: Ignoring License Terms description: Using AI tools without checking commercial terms why_bad: > Stability AI requires enterprise license if revenue > $1M. Midjourney requires paid plan for commercial use. Steam requires disclosure. Violations = legal risk. consequences:

    • Takedown notices
    • Store removal
    • Legal action better_approach: Document all tools, verify licenses, maintain paper trail
  • id: no-version-control-assets name: No Version Control for AI Assets description: Not tracking AI assets in Git LFS why_bad: > AI generation is non-deterministic. Lost assets cannot be exactly regenerated. Prompts + seeds must be documented. better_approach: |

    • Git LFS for all binary assets
    • Document prompts + seeds + settings
    • Lock files to prevent overwrite

quick_wins:

  • id: enable-lfs-now action: Set up Git LFS for AI assets before generating anything effort: "15 minutes" impact: critical code_before: |

    No version control

    ls .png | wc -l # 500 untracked assets code_after: | git lfs install git lfs track ".png" ".jpg" ".psd" git add .gitattributes git commit -m "Track binary assets with LFS"

  • id: save-comfyui-workflow action: Export and save working ComfyUI workflows immediately effort: "2 minutes" impact: high code_before: |

    Workflow lost when ComfyUI restarts

    code_after: |

    Save workflow as JSON

    Export > Save (API Format) for programmatic use

    Store in project repo

  • id: background-removal-node action: Add automatic background removal to all sprite workflows effort: "5 minutes" impact: high related_edge: manual-background-removal

handoffs:

  • trigger: "3D model|mesh|sculpt" to: 3d-modeling context: AI can generate 2D refs, 3D modeling skill handles mesh

  • trigger: "rig|animate|skeleton" to: rigging-animation context: AI generates sprites, animation skill handles motion

  • trigger: "texture UV|material shader" to: texture-art context: Overlap exists - texture-art for manual pipeline integration

  • trigger: "pixel art|retro|8-bit" to: pixel-art context: Specialized pixel art skill handles that aesthetic

  • trigger: "concept art|ideation" to: concept-art context: Concept art skill for ideation phase workflows

pairs_with:

  • texture-art
  • character-design
  • pixel-art
  • voxel-art
  • concept-art
  • environment-art
  • ui-ux-design