2D Game Assets for Openclaw

Openclaw Skills for 2D game assets generates cohesive sprite sets, icons, stickers, and transparent cutouts that all share one visual style.

runware
v1.0.0
Jul 18, 2026
0
594
0

Install & Download

1. ClawHub CLI

The fastest way to install a skill directly from the registry.

npx clawhub@latest install game-assets-2d

2. Manual Installation

Copy the skill folder to one of these locations

Global
~/.openclaw/skills/
Workspace
<project>/skills/

Priority: Workspace > Local > Bundled

3. Prompt Installation

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).

Prefer to download?

Get the raw skill files in a ZIP archive.

What is 2D Game Assets?

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.

2D Game Assets Use Cases

  • In Openclaw Skills, generate a complete pack of potions, chests, weapons, or consumables in one coherent style.
  • Create sprite icons and die-cut stickers with clean cutouts for inventory or UI use.
  • Preserve the silhouette of a source asset while re-skinning it into biome, rarity, or elemental variants.
  • Build parallax pieces and themed environment layers that share one aesthetic.
  • Batch-produce transparent PNGs and asset sheets for fast game integration.

How 2D Game Assets Works

  1. Resolve the live model catalog and confirm the base model, style LoRA, Canny ControlNet, and background remover schema before generating.
  2. Capture the LoRA trigger word and verify the live field shapes for lora, controlNet, and background removal so the request matches the runtime.
  3. If the asset must keep the same silhouette, preprocess the reference image with Canny edge detection to create a guide image.
  4. Run synchronous image generation with the base model plus the style LoRA, and add the Canny controlNet block when structure needs to stay fixed.
  5. Batch a full set in one call with numberResults, keeping the base model and LoRA constant while changing only the intended subject detail.
  6. Remove backgrounds last with BiRefNet to produce transparent PNGs, then review the pack for style cohesion, silhouette fidelity, and cutout quality.

2D Game Assets Setup

Openclaw Skills does not require a local package install; setup is about selecting live models and validating schemas before you generate.

  1. Connect to the Runware-backed environment used by Openclaw Skills.
  2. Inspect the live catalog and confirm the base model, style LoRA, Canny ControlNet, and BiRefNet background remover are available.
  3. Verify the exact request schema for each model before you hardcode anything into a prompt or automation.
  4. Collect any structure reference image you plan to preserve and decide whether transparency is required.
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
  1. Reuse the confirmed LoRA trigger word in every prompt for the set.
  2. For SDXL sprite and sticker work, set clipSkip: 2 when you want a simpler, bolder game-art look.

2D Game Assets Data Schema & Taxonomy

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.

2D Game Assets Advanced Features

  • Schema-first generation: inspect live model schemas before every run so your LoRA and ControlNet fields stay valid.
  • Style lock across a full pack: reuse one specialized LoRA and one trigger word so every asset reads as part of the same art direction.
  • Structure-preserving variants: Canny edge guidance keeps shape and proportions stable while prompts change the finish.
  • Batch rendering: numberResults lets you generate a whole family of assets in a single call.
  • Clean delivery pipeline: background removal produces transparent PNGs that are ready for engines, UI systems, and editors.
  • SDXL sprite tuning: clipSkip: 2 and a black-background prompt pattern help create simpler, bolder game-ready art.
  • Single-variable sheet discipline: keep the base model, LoRA, and guide constant while changing only one subject detail per output for maximum set coherence.

SKILL.md


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