retro-pixel

Generates retro pixel art using palette budgets, tile rules, and code-driven rendering.

Updated Jul 20, 2026
One-click install
npx skills add https://github.com/ababup1192/flix_ge_studio --skill retro-pixel-ababup1192
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: retro-pixel
Source: https://github.com/ababup1192/flix_ge_studio/tree/main/.agents/skills/retro-pixel
Command: npx skills add https://github.com/ababup1192/flix_ge_studio --skill retro-pixel-ababup1192

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about retro-pixel

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

FAQPage Schema
How do I create authentic retro pixel art for a game?

Start by selecting a color budget (grayscale, minimal, small, or medium) that fixes your screen size and colors per tile. Then declare a palette with one common ink color plus material-based sub-palettes in three shades, and generate the art with code using fixed seeds rather than hand-placing pixels.

What color palette should I use for 8-bit style pixel art?

Use one common blue-black ink color plus several material-based sub-palettes (water, plants, earth, stone) with three shades each: dark, mid, and light. Avoid pure black #000000 and pure sRGB primaries, keep saturation low, and reserve white for highlights and accents.

When should I not use retro pixel art rules?

Do not apply these rules to high-definition painted backgrounds or shader-based surfaces, where pixel budgets would lower quality. Also defer to a visual style guide if the art direction is not yet decided, since this Skill covers technique after the pixel art decision is made.

Why does my pixel art look flat or like a sticker?

Flat results usually come from single-layer compositions, uniform pattern density, or filling regions with texture instead of layering objects over ground. Use at least three depth layers, vary pattern density by location, and let ground show between objects.

How do I make small pixel art characters readable?

Concentrate pixels on the face and head, using 2-3 head-body proportions for characters 16-32px tall with one or two distinguishing features like hair or a hat. For faces over 48px, add pupils, nose definition, lip lines, and hair strands rather than solid blocks.

What are common pixel art mistakes to avoid?

Avoid nine documented anti-patterns including single-color triangle mountains, checkerboard object placement, uniform white outlines, evenly spaced dots, straight-line framing, texture-filled regions, and exceeding your declared color budget mid-project.