What problem does it solve? Creating authentic retro pixel art requires disciplined constraints—limited color budgets, tile-based composition, and consistent lighting—that are easy to violate without a structured process. This Skill provides the complete rulebook and workflow for producing pixel art that genuinely looks like classic game graphics rather than low-resolution images. ## Core Features & Use Cases - Color Budget Selection: Choose from predefined palettes (grayscale, minimal, small, medium) with strict limits on colors per tile and per screen, then declare a locked palette in PALETTE.md. - Structured Production Workflow: Follow a six-step process from structural analysis (ANATOMY.md) through rough composition, code-generated rendering with fixed seeds, variant selection, and self-critique before delivery. - Comprehensive Drawing Rules: Covers layering, character proportions, props, windows/text, and pixel techniques (dithering, sel-out, cluster stippling) plus a list of nine prohibited anti-patterns. - Use Case: When asked to draw a game tilemap, character sprite, or background in a retro style, use this Skill to pick a color budget, declare a palette, generate the art via code, and self-review the output against the prohibition list. ## Quick Start Use the retro-pixel skill to draw a 16-color tileset for a top-down town scene with a declared palette and code-generated rendering.