Skills / yoyopixel
yoyopixel
Pixel art without GPU. Any text-only LLM can draw. Size + prompt → self-contained HTML. Claude Code skill / MCP compatible.
Installation
Kompatibilitaet
Beschreibung
What is YoYoPixel?
Text-only LLMs can generate images — no GPU, no DALL-E, no multimodal model needed.
YoYoPixel is a skill/prompt framework that teaches any LLM (Claude, GPT, Gemini, Llama, Qwen...) to generate pixel art as pure HTML/CSS/JS code. The LLM writes structured text data, the browser renders it as pixel art.
Traditional: prompt → GPU → image model → PNG
YoYoPixel: prompt → any text LLM → HTML code → pixel art in browser
/pixelart 32x32, a wizard with a glowing staff
The AI auto-decides everything: palette, detail level, rendering method, shading, animations, atmosphere. No configuration needed.
Capabilities at a glance
| Size Range | What it can do | Rendering | |-----------|----------------|-----------| | 8×8 | Icons, emojis, game items (sword, potion, key, chest) | CSS box-shadow | | 12–16px | Character sprites, avatars, simple creatures | CSS Grid + JS | | 24–32px | Detailed characters with outfits, weapons, accessories | CSS Grid + JS | | 48px+ | Complex illustrations with sub-pixel shading | CSS Grid + JS | | 48–96px | Game assets, buildings, animals, tilesets | Procedural texture engine | | 96–256px | Full procedural landscapes, cityscapes, world landmarks | Canvas + FBM noise |
Install as Claude Code Skill
Option 1: Project-level (recommended)
# Clone
git clone https://github.com/SbName/yoyopixel.git
# Copy skill into your project
cp -r yoyopixel/.claude/skills/pixelart YOUR_PROJECT/.claude/skills/
Option 2: Global (all projects)
cp -r yoyopixel/.claude/skills/pixelart ~/.claude/skills/
Use it
/pixelart 16x16, a fire mage with staff
/pixelart 32x32, cyberpunk cat with neon goggles
/pixelart 192x128, mountain sunset with lake reflection
/pixelart 24x24, ancient Chinese swordsman in moonlight
/pixelart 80x85, stone cottage with red tile roof
/pixelart 50x40, a fox sitting in grass
# Tileset mode — generates 25-40 related assets on one sheet
/pixelart tileset, medieval village
/pixelart tileset, dungeon crawler
Two input modes: size + prompt for single assets, tileset + theme for full sprite sheets.
Claude auto-decides everything based on size and prompt:
- Size determines detail level, max colors, and shading complexity
- Prompt content determines rendering method (CSS Grid, Canvas landscape, or procedural texture engine)
- Keywords trigger auto-animations (weapon → gleam, night → stars, fire → embers)
- Subject type selects texture algorithms (building → stone/tiles, animal → fur/scales/feathers)
Showcases
Live Demo — try all demos online, no download needed.
| Page | Link | |------|------| | All-in-one Showcase | sbname.github.io/yoyopixel/showcase.html | | Landscape Generator | sbname.github.io/yoyopixel/landscape.html | | World Wonders | sbname.github.io/yoyopixel/wonders.html | | Stone Cottage | sbname.github.io/yoyopixel/prototype-cottage.html | | Style Gallery | sbname.github.io/yoyopixel/prototype-gallery.html | | Animals | sbname.github.io/yoyopixel/prototype-animals.html |
Characters & Scenes
Procedural Generators
Procedural Texture Engine (NEW)
Game-ready assets using region-based procedural textures — LLM declares regions + materials, engine auto-fills textures:
19 procedural texture algorithms + sprite template system with per-material hue-shift shading and adaptive outlines
Full tileset demo:
Multi-Size Gallery
How It Works
Small art (≤48px): String-array pixel data
Each character in a string = one pixel. Human-readable, AI-writable.
const wizard = {
width: 24, height: 24,
palette: {
'.': 'transparent',
'H': '#2a1a4e', // hat
'S': '#f5d0a0', // skin
'R': '#6a3cbf', // robe
},
pixels: [
'........HHHH............',
'......HHHHHHHH..........',
'....HHHHHHHHHHH.........',
'...HHHSSSSSSSHHH........',
]
};
Rendered via CSS Grid (per-pixel animation) or CSS box-shadow (zero JS, pure CSS).
Medium art (48–96px): Procedural texture engine
For game assets, buildings, creatures — the LLM declares regions + materials, the engine fills textures automatically:
Region-based: { shape: "rect", bounds: [12,47,68,74], material: "stone_wall" }
12 texture types: stone, tiles, wood, bark, foliage, fur, scales, feathers, spiral...
Auto post-processing: directional shading → edge outline → local shadows → glow
No per-pixel specification needed for surfaces. One engine generates cottages, towers, trees, foxes, owls, treasure chests — all with consistent style.
Large art (≥64px): Canvas-based procedural generation
FBM Noise → Terrain shape
Ridge Noise → Mountain ridgelines
Bayer 4×4 Dithering → Palette-limited gradients
Layered Rendering → Sky → Stars → Clouds → Mountains → Trees → Water → Mist
All algorithms run in-browser. No server, no API calls.
For AI Platforms
Claude Code
Install the skill, then:
/pixelart 32x32, a knight in silver armor
MCP / OpenClaw
{
"size": "32x32",
"prompt": "a knight in silver armor"
}
What the AI auto-decides
| Input | AI figures out |
|-------|---------------|
| Size 8x8 | minimal detail, 3-5 colors, CSS box-shadow, no animation |
| Size 32x32 | detailed, 12-20 colors, CSS Grid, breathe + gleam + fade-in |
| Prompt mentions "night" | adds stars, moon, mist atmosphere |
| Prompt mentions "fire" | adds ember particles, glow effects |
| Prompt mentions "sword" | adds gleam animation on weapon pixels |
| Size 192x128 | canvas mode, FBM noise, procedural generation |
| Prompt tileset, village | tileset mode, ~35 assets, procedural textures, shared palette, single sheet |
Full decision rules → pixelart-skill.md
Tech Stack
| Component | Technology | |-----------|-----------| | Rendering (small) | CSS Grid / CSS box-shadow | | Rendering (medium) | Canvas + Procedural texture engine | | Rendering (large) | Canvas + FBM noise + PixelBuffer | | Terrain generation | FBM (Fractal Brownian Motion) noise | | Mountain ridges | Ridge noise (abs-inverted FBM) | | Gradient dithering | Bayer 4×4 ordered dithering | | Surface textures | 19 types: stone, tiles, wood, bark, foliage, fur, scales, feathers, spiral, cloth, woven, metal, crystal, bone, rope, coral, stucco, planks, smooth | | Post-processing | Multi-pass: ambient occlusion → directional light → specular highlights → edge outline | | Composition | RGBA pixel buffer, alpha-aware blit with contact shadows, assembly pattern for complex assets | | Animation | CSS @keyframes + requestAnimationFrame | | Atmosphere | Pure CSS particles (rain, petals, embers, snow) | | Output | Self-contained HTML (zero external dependencies) |
Project Structure
pixelai/
├── .claude/skills/pixelart/
│ └── SKILL.md ← Claude Code skill definition
│
├── README.md ← You are here
├── pixelart-skill.md ← Full skill reference (AI decision rules)
├── GUIDE.md ← Technical implementation guide
├── LICENSE ← MIT
│
├── showcase.html ★ All-in-one demo page
├── landscape.html ★ Procedural landscape generator
├── wonders.html ★ World wonders (8 landmarks)
├── index.html ← Multi-size gallery
├── swordsman.html ← Moonlit swordsman scene
├── cyberpunk.html ← Neon cyberpunk scene
├── dragon.html ← Fire dragon scene
├── icons.html ← 8×8 icon collection
│
├── prototype-cottage.html ★ Procedural texture engine: stone cottage + tileset
├── prototype-gallery.html ★ Style gallery: tower, sakura tree, chest, well
├── prototype-animals.html ★ Organic textures: fox, koi, owl, snail
├── tileset-village.html ★ Full village tileset (~35 assets on one sheet)
├── tileset-tavern.html ★ Tavern interior tileset (~45 assets)
├── engine-v2.html ★ Engine v2: cloth, metal, crystal, bone, assembly
└── engine-v3.html ★ Engine v3: sprite templates, hue-shift shading, adaptive outline
License
MIT — use it however you want.
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