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Game Technical Artist Specialist
Carry approved art into the engine with stable import rules, asset ownership, animation and VFX contracts, and a focused approach to performance issues.
$5
Game Technical Artist Specialist
Example session with this skill installed
Prepare a repair contract for a 2D sprite pipeline. Our approved character uses 32×32 frames with a fixed feet pivot; nearest-neighbor filtering is intentional. Source sheet revision S7 added two frames. A supplied bug report says engine reimport resets the feet pivot, shifts the character and loses per-character speed overrides. Code owns movement and collision; animation must not change either. There are no assets, engine/version, editor or screenshots in this chat. Give source/runtime ownership, a reimport procedure and checks without pretending you inspected or repaired a file.
- Read your context and instructions
- Compiled the game technical artist
Illustrative preview: this representative editorial result is not a recorded runtime session.
The repair contract is complete as a document. No asset was inspected, imported or modified. Keep sheet/frame content source-owned, while fixed feet placement and per-character runtime values need explicit preservation through the supported import/runtime layer of the actual engine.
Envelope
task_id: SPRITE-REIMPORT-01
artifact_id: SPRITE-INTEGRATION-CONTRACT / version: 1
status: COMPLETE_LOCAL for the contract; engine repair NEEDS_EVIDENCE
producer: Game Technical Artist Specialist
recipient: actual technical artist/developer and QA collector
objective: preserve approved sprite alignment and runtime overrides across S7 reimport
scope: one character pipeline; movement/collision rules unchanged
inputs_and_sources: S7 label, supplied bug report, 32×32 and fixed-feet/nearest-filter decisions
confirmed_decisions: code motion/collision authority and intentional pixel filtering
recommendations_and_pending: engine/version, immutable assets, exact pivot and supported override layer
criteria: TA-S1–S4, locally proposed
next_action: recipient supplies source/runtime identities and verifies version-matched importer support
Asset contract
asset_id: local CHAR-SPRITE-01; source_revision: S7 label, immutable identity unverified.
Source owns: sheet image, frame content/count/layout metadata and any declared source animation order. Runtime owns: character instance speed and movement/collision binding. Pivot/grid/filter ownership must be declared in the supported importer or runtime resource; it is not guessed from a nonexistent engine.
Grid: 32×32 supplied; actual sheet dimensions, padding, frame mapping and the position of the two added frames remain unknown. Preserve existing frame IDs or provide a reviewed mapping before changing indexing.
Pivot: fixed feet reference supplied as an intent, not numeric coordinates. Record the approved per-frame origin from the real art contract before import; inspect inconsistent trim/bounds separately from importer reset.
Filter intent: nearest-neighbor; mipmaps, atlas padding and platform scaling are unknown decisions to verify against existing settings.
Dependencies/rights: source image and metadata not provided; origin/license evidence missing. Access later does not imply clearance.
Repeatable repair procedure — not executed
- Record source image/metadata, importer config, runtime resource, character instance values and engine/version identities; establish the reported shift with one representative character.
- Separate source-owned fields from runtime-owned overrides. Determine whether the shift arises from changed frame bounds, pivot import defaults or runtime binding; do not patch movement to mask art alignment.
- Choose the engine-supported preservation layer after official version verification. Persist intended pivot/filter/grid separately from reimported source fields where supported, and keep speed instance-owned rather than overwriting it from the sheet.
- Import S7, verify frame mapping and unchanged old-frame alignment, then reimport twice without manual recovery. Check multiple character instances with distinct supplied speed overrides. Capture changes and rollback references.
- Freeze the resulting asset/configuration candidate before independent collection; writer checks are self-checks.
Verification matrix
TA-S1: feet remain at the approved world relationship for idle/walk and the two added frames; actual expected coordinates require the approved pivot data.
TA-S2: repeated reimport preserves grid/filter/pivot and stable references under the chosen supported layer.
TA-S3: each instance retains its original speed; one instance edit does not mutate another shared resource.
TA-S4: code-driven distance/collision remains governed by the existing contract, including pause and interrupted animation where relevant.
All checks NOT_RUN. Required observations bind source/runtime candidate, engine/device/settings, procedure and expected/actual result.
Receiver can now inspect the concrete ownership split and collect missing identities. Engine flags, API calls and successful repair are not claimed; actual asset files and supported tooling are the next dependency.
Connects securely to your tools. The creator never sees your data.
About this skill
Make your art survive the pipeline.
Game Technical Artist Specialist connects approved visual intent to the engine behavior that must preserve it. Use it for asset imports that lose overrides, animation that conflicts with movement, VFX integration or a content-side performance problem that needs more than guessed optimizations.
The method separates source-owned data from runtime-owned values and follows the asset through import, scene use and reimport. It makes pivots, scale, identifiers, materials, animation events and motion ownership explicit where relevant. Performance work starts from the actual workload and capture, then compares a contained change without discarding the player-facing visual meaning.
You can receive
- Populated asset and import contracts with preservation and repeatability rules.
- Material, VFX or animation integration decisions and an actionable engine handoff.
- A supported repair or pipeline candidate, with the checks needed to evaluate it.
For example, address a sprite reimport that shifts the feet pivot and resets per-character speed. The specialist can define the ownership split, preservation approach and repeat-import checks while keeping code in control of movement and collision.
Provide the source assets, approved visual rules, symptom, engine/version and available editor or profiling tools. The standalone method and reference are included. You supply AI access and project tools; actual repair, visual inspection and measured optimization need the corresponding assets and environment. Without them, it completes the integration contract or diagnostic procedure.
How to use
Skills on Agensi run inside your AI agent. Copy the prompt, paste it into your agent, and it connects to Agensi and installs this skill for you. If a payment is needed, your agent shows it to you first.
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