pixel-art

/home/avalon/.hermes/skills/creative/pixel-art/SKILL.md · raw

Pixel Art

Convert any image into retro pixel art, then optionally animate it into a short MP4 or GIF with era-appropriate effects (rain, fireflies, snow, embers).

Two scripts ship with this skill:

Each is importable or runnable directly. Presets snap to hardware palettes when you want era-accurate colors (NES, Game Boy, PICO-8, etc.), or use adaptive N-color quantization for arcade/SNES-style looks.

When to Use

Workflow

Before generating, confirm the style with the user. Different presets produce very different outputs and regenerating is costly.

Step 1 — Offer a style

Call clarify with 4 representative presets. Pick the set based on what the user asked for — don't just dump all 14.

Default menu when the user's intent is unclear:

clarify(
    question="Which pixel-art style do you want?",
    choices=[
        "arcade — bold, chunky 80s cabinet feel (16 colors, 8px)",
        "nes — Nintendo 8-bit hardware palette (54 colors, 8px)",
        "gameboy — 4-shade green Game Boy DMG",
        "snes — cleaner 16-bit look (32 colors, 4px)",
    ],
)

When the user already named an era (e.g. "80s arcade", "Gameboy"), skip clarify and use the matching preset directly.

Step 2 — Offer animation (optional)

If the user asked for a video/GIF, or the output might benefit from motion, ask which scene:

clarify(
    question="Want to animate it? Pick a scene or skip.",
    choices=[
        "night — stars + fireflies + leaves",
        "urban — rain + neon pulse",
        "snow — falling snowflakes",
        "skip — just the image",
    ],
)

Do NOT call clarify more than twice in a row. One for style, one for scene if animation is on the table. If the user explicitly asked for a specific style and scene in their message, skip clarify entirely.

Step 3 — Generate

Run pixel_art() first; if animation was requested, chain into pixel_art_video() on the result.

Preset Catalog

Preset Era Palette Block Best for
arcade 80s arcade adaptive 16 8px Bold posters, hero art
snes 16-bit adaptive 32 4px Characters, detailed scenes
nes 8-bit NES (54) 8px True NES look
gameboy DMG handheld 4 green shades 8px Monochrome Game Boy
gameboy_pocket Pocket handheld 4 grey shades 8px Mono GB Pocket
pico8 PICO-8 16 fixed 6px Fantasy-console look
c64 Commodore 64 16 fixed 8px 8-bit home computer
apple2 Apple II hi-res 6 fixed 10px Extreme retro, 6 colors
teletext BBC Teletext 8 pure 10px Chunky primary colors
mspaint Windows MS Paint 24 fixed 8px Nostalgic desktop
mono_green CRT phosphor 2 green 6px Terminal/CRT aesthetic
mono_amber CRT amber 2 amber 6px Amber monitor look
neon Cyberpunk 10 neons 6px Vaporwave/cyber
pastel Soft pastel 10 pastels 6px Kawaii / gentle

Named palettes live in scripts/palettes.py (see references/palettes.md for the complete list — 28 named palettes total). Any preset can be overridden:

pixel_art("in.png", "out.png", preset="snes", palette="PICO_8", block=6)

Scene Catalog (for video)

Scene Effects
night Twinkling stars + fireflies + drifting leaves
dusk Fireflies + sparkles
tavern Dust motes + warm sparkles
indoor Dust motes
urban Rain + neon pulse
nature Leaves + fireflies
magic Sparkles + fireflies
storm Rain + lightning
underwater Bubbles + light sparkles
fire Embers + sparkles
snow Snowflakes + sparkles
desert Heat shimmer + dust

Invocation Patterns

Python (import)

import sys
sys.path.insert(0, "/home/teknium/.hermes/skills/creative/pixel-art/scripts")
from pixel_art import pixel_art
from pixel_art_video import pixel_art_video

# 1. Convert to pixel art
pixel_art("/path/to/photo.jpg", "/tmp/pixel.png", preset="nes")

# 2. Animate (optional)
pixel_art_video(
    "/tmp/pixel.png",
    "/tmp/pixel.mp4",
    scene="night",
    duration=6,
    fps=15,
    seed=42,
    export_gif=True,
)

CLI

cd /home/teknium/.hermes/skills/creative/pixel-art/scripts

python pixel_art.py in.jpg out.png --preset gameboy
python pixel_art.py in.jpg out.png --preset snes --palette PICO_8 --block 6

python pixel_art_video.py out.png out.mp4 --scene night --duration 6 --gif

Pipeline Rationale

Pixel conversion: 1. Boost contrast/color/sharpness (stronger for smaller palettes) 2. Posterize to simplify tonal regions before quantization 3. Downscale by block with Image.NEAREST (hard pixels, no interpolation) 4. Quantize with Floyd-Steinberg dithering — against either an adaptive N-color palette OR a named hardware palette 5. Upscale back with Image.NEAREST

Quantizing AFTER downscale keeps dithering aligned with the final pixel grid. Quantizing before would waste error-diffusion on detail that disappears.

Video overlay: - Copies the base frame each tick (static background) - Overlays stateless-per-frame particle draws (one function per effect) - Encodes via ffmpeg libx264 -pix_fmt yuv420p -crf 18 - Optional GIF via palettegen + paletteuse

Dependencies

Pitfalls

Verification

Attribution

Named hardware palettes and the procedural animation loops in pixel_art_video.py are ported from pixel-art-studio (MIT). See ATTRIBUTION.md in this skill directory for details.