gameps

Generate stylized pixel-paint 2D game scene backgrounds from local terrain reference images.

Updated Aug 11, 2026
One-click install
npx skills add https://github.com/zerox-core/AI_Game --skill gameps-zerox-core
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: gameps
Source: https://github.com/zerox-core/AI_Game/tree/main/.agents/skills/gameps
Command: npx skills add https://github.com/zerox-core/AI_Game --skill gameps-zerox-core

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Turning raw terrain photos or reference images into consistent, game-ready 2D backgrounds is slow and often produces inconsistent styles across scenes. This Skill standardizes the transformation of local terrain references into polished pixel-paint fantasy backgrounds that share one art direction and fit gameplay UI layouts. ## Core Features & Use Cases - Style-Transfer Pipeline: Converts desert, snow mountain, purple fungal basin, and other terrain references into 16:9 pixel-paint backgrounds with controlled dithering, posterized values, and restrained color grading. - Node-Type Variants: Provides distinct dressing rules for battle, elite, and boss scenes, plus runtime FX guidance for spores, fog, and ground glow. - Batch Workflow & QA: Defines a proof-first batch process with frozen canonical prompts, stable file naming, and a QA checklist covering composition, readability, and Godot import readiness. - Use Case: Given a folder of desert dune photos, produce a proof background, lock the accepted prompt, then batch-generate variants like scene_bg_desert_oasis_v001.png ready for Godot battle scenes. ## Quick Start Use the gameps skill to turn my local desert reference image into a 16:9 pixel-paint game background following the default output spec.

Frequently Asked Questions about gameps

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create consistent game backgrounds from reference photos?

Select one reference image per terrain type, generate a single proof image first, then freeze the accepted prompt as the canonical prompt for that terrain. Only batch-generate variants after the proof passes review for composition, style, and UI readability.

What image style does this background pipeline produce?

It produces pixel-paint 2D backgrounds: hand-painted forms with selective pixel texture, controlled dithering, posterized values, and subtle vignette. It explicitly avoids raw square-pixel filters, photorealism, and smooth airbrushed painting.

Can the generated backgrounds be used directly in Godot?

Yes, outputs are designed as 16:9 scenes that import into Godot without additional cropping. Character standees should use transparent full-body PNGs with in-engine grounding like soft oval shadows and biome-colored glows.

What input images work best for terrain style transfer?

Wide images with a low horizon and clean negative space work best, one per terrain type. Local images should be inspected first, and the source path and terrain label recorded before generation.

What content is excluded from generated game backgrounds?

Backgrounds must contain no text, watermarks, logos, UI elements, characters, or modern artifacts unless explicitly requested. Buildings are excluded unless already core to the source scene.