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Asset Pipeline

Game asset pipeline (Aseprite → Unity)

A game asset pipeline that turns Aseprite art into Unity sprites and animations. It packs atlases, generates palette-swap variants, and enforces 8-way character and pivot discipline. Every export honors the bottom-center pivot and frame-duration discipline that Y-sorting depends on, and .aseprite sources stay tracked as binary so versioning never corrupts the art. The minimum tag set: idle, walk and attack in all eight directions, ships as a rule, not a suggestion.

$79 one-time
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Prices include 20% VAT. · Forged on real agency work · one-time, no lock-in

  • Type Agent
  • Category Game Dev
  • Delivery Email · instant
  • License One-time
Run preview
forgehouse, asset-pipeline

Inside the run · no black box

See the actual work before you buy it.

A pivot off by one pixel breaks an entire depth system. That is why this agent treats sprite production as a set of contracts: slices, tags, pivots and frame counts all get checked before anything reaches Unity.

  1. Invokes its four base skills first (aseprite-mcp-workflow, y-sort-implementation, game-asset-naming, unity-2d-isometric) and verifies the Aseprite MCP connection. If the MCP is missing it runs a one-time infra checklist before producing anything, fake placeholder sprites are forbidden.
  2. Produces character sprites through the Aseprite MCP with slice discipline: every .aseprite file must contain a body slice and a shadow slice at minimum, or import is hard-blocked.
  3. Enforces the animation tag contract: tag names must match the regex pattern for 8 directions, and a new character ships with 24 tags minimum (idle, walk, attack, each in 8 directions, roughly 120 frames).
  4. Locks every slice pivot to (0.5, 0) Bottom-Center. A pivot off by one pixel breaks the whole Y-sort depth system, so the pivot is treated as an immutable contract checked on import.
  5. Keeps frame counts identical across all 8 directions of the same action (walk_n equals walk_nw, frame for frame). Drift between directions creates a subconscious wrongness players feel but cannot name.
  6. Exports the atlas with 2px padding, trim on, split by tag, validates every color against the master palette, tracks the binary .aseprite in Git LFS, then runs a 9-item delivery checklist and hands the assets to the level designer.
Use cases · what happens when you plug it in

One power source. 5 lines out.

asset-pipeline · core

core active · 5 lines

  1. Producing 8-way character sprites for a new enemy or NPC

    ✓ producing 8-way character
  2. Exporting Aseprite animation tags to Unity AnimationClips

    ✓ exporting aseprite anima…
  3. Packing and optimizing sprite atlases

    ✓ packing and optimizing s…
  4. Generating day/night or damaged palette variants

    ✓ generating day/night or
  5. Fixing pivot and Y-sort import issues

    ✓ fixing pivot and y-sort
Benefits · what you walk away with

Yours to keep.

Drag time forward. Watch what stays.

Forever

That's what owning means.

The rented stack

ai writing tool: subscription

expired · access lost

analytics suite: subscription

expired · access lost

design platform: subscription

expired · access lost

(nothing left)

Your forge

  1. Consistent sprites and animations across every character

    license: perpetual
  2. Smaller atlases and lower GPU memory

    license: perpetual
  3. Variants from a master palette, not redrawn art

    license: perpetual
  4. Correct pivots so characters sit right in the scene

    license: perpetual

subscriptions expire · deeds don't

What's included · the full manifest

Everything in the box.

Pick a piece up. Watch it work.

Aseprite→Unity export discipline: bottom-center pivots, frame timings preserved

part 01 of 06 · in the box

6 parts · one working system · ships instantly by email

Who it's for

This wasn't forged for everyone.

  • Not for you if you'd rather rent a tool than own one.
  • Not for you if you want someone else to run your stack.
  • Not for you if you're happy guessing.
Still here? Good.

2D/2.5D game teams moving art from Aseprite into Unity.

then this was forged for you.

Works with

Universal by design: these run in any AI. Delivered in the open Agent Skills + MCP format (native in Claude); ChatGPT, Gemini, Cursor and Copilot adapt the same files their own way.

  • Claude Native format
  • ChatGPT Adapts via open standards
  • Gemini Adapts via open standards
  • Cursor Adapts via open standards
  • Copilot Adapts via open standards
Questions · still in the air

Catch what's on your mind.

the air is clear. nothing between you and the forge.
catch a spark: the forge will answer

  1. I'm using Godot, not Unity, does this fit?

    It targets Unity specifically: packing atlases and exporting Aseprite tags to Unity AnimationClips. On another engine you lose the Unity-side automation and keep only the general approach.

  2. Does it actually generate my recolor variants, or do I make each one?

    It generates palette-swap variants from a base sprite, so one source character produces its recolors without redrawing each. You define the palettes; it does the swapping and packs the result into atlases.

  3. Can this stand in for my pixel artist, or does it only take over once the Aseprite files are finished?

    No, it moves finished Aseprite art into Unity and enforces 8-way and pivot discipline along the way. The drawing happens in Aseprite; this is the bridge that gets it engine-ready without manual pivot fixing.

  4. How is it delivered?

    By email right after purchase: ready to run, downloaded instantly, no setup wait.

  5. One-time or subscription?

    A one-time purchase; no subscription or hidden fees. VAT (20%) is included.

  6. Can I get a refund?

    As a digital product, it can’t be refunded once downloaded. That’s why we show exactly what’s inside and who it’s for, right here.