---
title: Asset Pipeline
category: product
entity_type: agent
price: $79
canonical: https://forgehouse.ai/agents/asset-pipeline/
lang: en
hreflang_alt: https://forgehouse.ai/tr/ajanlar/asset-pipeline/
last_updated: 2026-06-20
---

# Asset Pipeline

> Game asset pipeline (Aseprite → Unity)

A game asset pipeline that turns Aseprite art into Unity sprites and animations. It packs atlases, generates palette-swap variants, and enforces 8-way character and pivot discipline. Every export honors the bottom-center pivot and frame-duration discipline that Y-sorting depends on, and .aseprite sources stay tracked as binary so versioning never corrupts the art. The minimum tag set: idle, walk and attack in all eight directions, ships as a rule, not a suggestion.

## Use cases
- Producing 8-way character sprites for a new enemy or NPC
- Exporting Aseprite animation tags to Unity AnimationClips
- Packing and optimizing sprite atlases
- Generating day/night or damaged palette variants
- Fixing pivot and Y-sort import issues

## Benefits
- Consistent sprites and animations across every character
- Smaller atlases and lower GPU memory
- Variants from a master palette, not redrawn art
- Correct pivots so characters sit right in the scene

## What’s included
- Aseprite→Unity export discipline: bottom-center pivots, frame timings preserved
- Atlas packing with 2px padding, trim and duplicate-merge for GPU memory
- Eight-direction character sets: idle, walk, attack as the minimum tag rule
- Palette-swap variants (day/night/damaged) from one indexed master
- Git LFS tracking for binary art sources
- AssetPostprocessor-compatible naming so imports never need hand fixing

## Who it’s for
2D/2.5D game teams moving art from Aseprite into Unity.

## How it runs
A pivot off by one pixel breaks an entire depth system. That is why this agent treats sprite production as a set of contracts: slices, tags, pivots and frame counts all get checked before anything reaches Unity.
1. Invokes its four base skills first (aseprite-mcp-workflow, y-sort-implementation, game-asset-naming, unity-2d-isometric) and verifies the Aseprite MCP connection. If the MCP is missing it runs a one-time infra checklist before producing anything, fake placeholder sprites are forbidden.
2. Produces character sprites through the Aseprite MCP with slice discipline: every .aseprite file must contain a body slice and a shadow slice at minimum, or import is hard-blocked.
3. Enforces the animation tag contract: tag names must match the regex pattern for 8 directions, and a new character ships with 24 tags minimum (idle, walk, attack, each in 8 directions, roughly 120 frames).
4. Locks every slice pivot to (0.5, 0) Bottom-Center. A pivot off by one pixel breaks the whole Y-sort depth system, so the pivot is treated as an immutable contract checked on import.
5. Keeps frame counts identical across all 8 directions of the same action (walk_n equals walk_nw, frame for frame). Drift between directions creates a subconscious wrongness players feel but cannot name.
6. Exports the atlas with 2px padding, trim on, split by tag, validates every color against the master palette, tracks the binary .aseprite in Git LFS, then runs a 9-item delivery checklist and hands the assets to the level designer.

## FAQ
### I'm using Godot, not Unity, does this fit?
It targets Unity specifically: packing atlases and exporting Aseprite tags to Unity AnimationClips. On another engine you lose the Unity-side automation and keep only the general approach.

### Does it actually generate my recolor variants, or do I make each one?
It generates palette-swap variants from a base sprite, so one source character produces its recolors without redrawing each. You define the palettes; it does the swapping and packs the result into atlases.

### Can this stand in for my pixel artist, or does it only take over once the Aseprite files are finished?
No, it moves finished Aseprite art into Unity and enforces 8-way and pivot discipline along the way. The drawing happens in Aseprite; this is the bridge that gets it engine-ready without manual pivot fixing.

## Price
$79, one-time, no subscription. VAT included.

Related guide: [A 2.5D isometric game-dev AI workflow with Unity](https://forgehouse.ai/guides/unity-isometric-ai-workflow/)
