Openclaw Skills for 2D game assets generates cohesive sprite sets, icons, stickers, and transparent cutouts that all share one visual style.
The fastest way to install a skill directly from the registry.
npx clawhub@latest install game-assets-2d
Copy the skill folder to one of these locations
~/.openclaw/skills/ <project>/skills/ Priority: Workspace > Local > Bundled
Copy this prompt to OpenClaw to install it automatically.
Help me install game-assets-2d using Clawhub. If Clawhub is not installed, install it first (npm i -g clawhub).
Get the raw skill files in a ZIP archive.
Openclaw Skills for 2D game assets is a production workflow for generating cohesive sprite sets, die-cut stickers, item icons, parallax layers, and asset sheets. It uses a style LoRA to lock the look across the set, ControlNet Canny to preserve silhouette and structure when variations are needed, and background removal to deliver clean transparent cutouts.
Use it when you need a themed pack that feels like one artist made every piece: one potion kit, one chest family, one weapon lineup, or one icon library. The skill is optimized for game-ready consistency, so the outputs stay legible at small sizes and are ready to composite into engines, editors, and UI pipelines.
lora, controlNet, and background removal so the request matches the runtime.controlNet block when structure needs to stay fixed.numberResults, keeping the base model and LoRA constant while changing only the intended subject detail.Openclaw Skills does not require a local package install; setup is about selecting live models and validating schemas before you generate.
runware-models
runware-run <base-model-air> --inspect
runware-run <style-lora-air> --inspect
runware-run <controlnet-canny-air> --inspect
runware-run <birefnet-air> --inspect
clipSkip: 2 when you want a simpler, bolder game-art look.Openclaw Skills organizes each generation around a small set of reusable data layers.
| Layer | Key fields | Purpose |
|---|---|---|
| Request intent | asset_type, set_theme, style, count, canvas_size, transparency |
Defines what to make and how many outputs to generate. |
| Style control | base_model, lora[], trigger_word, lora.weight, clipSkip |
Locks the visual identity across the whole pack. |
| Structure control | reference_asset, controlNet.guideImage, startStep, endStep, weight, controlMode |
Preserves silhouette and proportions when making variants. |
| Cleanup | removeBackground, background_removal_model, alpha output |
Produces transparent PNG cutouts ready for game use. |
| Output group | rendered variants, cleaned PNGs, asset sheet | The final pack of game-ready 2D assets. |
Metadata taxonomy
style consistency: whether every output shares the same LoRA-driven look.silhouette fidelity: how closely Canny-guided variants match the source shape.bg_state: generation usually starts on a flat black or single-color background, then moves to transparent after cleanup.variation axis: the single intended change per image, such as biome, rarity, material, or elemental theme.production readiness: whether the asset stays legible at small in-game sizes and cuts out cleanly without halos.numberResults lets you generate a whole family of assets in a single call.clipSkip: 2 and a black-background prompt pattern help create simpler, bolder game-ready art.Loading
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