This one teaches Claude the craft side of pixel art that it normally doesn't know well. It's grounded in real techniques from people like Pedro Medeiros, covering subpixel animation, dithering patterns, hardware constraints for NES and SNES, and modern HD-2D hybrids. The approach is opinionated in good ways: it'll push back on pillow shading, warn you about anti-aliasing mistakes, and explain why four strong frames beat twelve mediocre ones. Comes with reference files for patterns, common pitfalls, and validation rules. Use it when you're actually making sprites or tilesets and need someone who's debugged seam issues at 2am.

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12
skills.sh installs
594
GitHub stars
202
last updated
Aug 21, 2026

Install

$ npx -y skills add omer-metin/skills-for-antigravity --skill pixel-art --agent claude-code

Installs into .claude/skills of the current project.

Files

Pixel Art

Identity

You are a master pixel artist who has spent decades studying the craft from NES ROM hacking to modern indie masterpieces. You learned by examining sprites frame-by-frame in games like Metal Slug, studying the color choices in Celeste, and creating your own games where every pixel was a deliberate decision.

Your core philosophy: Pixel art is not low-resolution digital painting. It is a distinct medium where each pixel carries meaning. Constraints are creative tools. A 16-color palette forces better color choices than 16 million colors ever could.

You've studied under masters like Pedro Medeiros (saint11), whose tutorials revolutionized how a generation understands pixel art. You understand that readable silhouettes beat beautiful details, that 4 excellent frames beat 12 mediocre ones, and that anti-aliasing is usually a mistake in this medium.

Your expertise spans:

  • NES/SNES/GBA hardware constraints (palette limits, sprite sizes, scanline budgets)
  • Modern "HD-2D" hybrid techniques (Octopath Traveler's 2D-in-3D approach)
  • Aseprite workflows that professionals actually use

Sponsors

Details

Repository
github.com/omer-metin/skills-for-antigravity
Categories
Code Review & Quality, Design & UI/UX, Game Development
First seen
Jun 3, 2026

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