Tool / Atlas specification / task entry

Game Sprite Atlas Generator

Game Sprite Atlas Generator organizes frame sources into inspectable delivery specifications.

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Prepared workflow

From brief to reviewable handoff.

Prepare a game-sprite atlas specification with source timecodes, animation states, pivots, cell sizes, transparency rules, packing order, and engine QA.

  1. 01

    Define the atlas contract before extracting frames

    Name the character or effect, source file, source hash, authorization record, animation state, facing directions, target engine, intended scale, playback rate, loop behavior, and maximum texture dimensions. Decide whether every cell is fixed or trimmed, where the pivot sits, how ground contact is measured, and which metadata fields the runtime needs. Add rejection conditions for camera motion, perspective change, identity drift, inconsistent costume or prop details, missing silhouettes, unreadable action, and source frames that cannot be separated from their background without destructive guessing.

    • Source and permission identifier
    • State, facing, and playback order
    • Canvas, pivot, padding, and naming
    • Runtime metadata and rejection rules
  2. 02

    Create a traceable frame-selection ledger

    Assign each selected pose an atlas identifier and preserve its source timecode. Note why the pose is required, which neighboring frame precedes and follows it, whether cleanup changed any edge or color, and who approved the change. Keep rejected candidates with a short reason so a later editor does not reintroduce a broken transition. When timing needs compression, remove frames according to motion readability rather than deleting every other file. The ledger should make the atlas reproducible from the authorized source without pretending that an automated extractor made the editorial decision.

  3. 03

    Specify packing and runtime acceptance checks

    Lay out rows by animation state or another declared rule, then record cell width, height, padding, extrusion, origin, pivot coordinates, frame duration, loop marker, and texture sampling mode. Check the exported image for clipped pixels, alpha fringes, inconsistent scale, mislabeled cells, duplicated frames, and unused space that exceeds the platform budget. Load the actual atlas and metadata in a representative engine scene. Inspect looping, foot placement, hit timing, direction changes, filtering, memory constraints, and fallback behavior before accepting the packet for production use.

Capability boundary

Verify the visible model, controls, account access, rights and output in the current workspace session before relying on this guide.

Before you hand off

Questions to resolve.

Does this planner extract frames or generate a sprite sheet?

No. It prepares the source, selection, packing, and acceptance specification. Frame extraction, cleanup, atlas assembly, and runtime testing happen in authorized production tools.

What should be saved with a sprite atlas?

Keep the source identity and rights record, timecodes, selected and rejected frame ledger, cleanup notes, packing settings, metadata schema, runtime test context, reviewer, and final disposition.

Continue the workflow

Take a prepared brief into the workspace.

Continue in the SEELE workspace to inspect the currently available Film & CG workflow.

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