Generate Minecraft-focused raster assets with Codex's built-in image generation tool, including pack icons, promo art, concept textures, thumbnails, server banners, and UI mockups. Use when the deliverable should be a bitmap image rather than JSON models, SVG, or code-native assets.
Install
mkdir -p .claude/skills/minecraft-imagegen-iamdvz && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/14510" && unzip -o skill.zip -d .claude/skills/minecraft-imagegen-iamdvz && rm skill.zipInstalls to .claude/skills/minecraft-imagegen-iamdvz
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
Generate Minecraft-focused raster assets with Codex's built-in image generation tool, including pack icons, promo art, concept textures, thumbnails, server banners, and UI mockups. Use when the deliverable should be a bitmap image rather than JSON models, SVG, or code-native assets.About this skill
Minecraft Image Generation Skill
Use this skill when a Minecraft project needs new raster art or a visual concept that will later be refined into a resource pack, release post, store listing, or server brand asset.
Scope
Routing Boundaries
Use when: the task is generating or editing a bitmap image for a Minecraft project, such aspack.png, release art, store thumbnails, concept textures, UI mockups, or server/banner art.Do not use when: the task is deterministic resource-pack implementation work such aspack.mcmeta, block/item model JSON, blockstates, fonts, sounds, or shader files (minecraft-resource-pack).Do not use when: the task is vector/code-native UI, an existing SVG/logo system, or non-image code/assets.Do not use when: the current host does not expose built-in image generation or an equivalent image-editing tool.
Support Assets
- Read
references/prompt-patterns.mdwhen the request is underspecified or you need a stronger generation vs edit prompt shape. - Read
references/asset-recipes.mdwhen the user names a concrete deliverable such aspack.png, a release banner, a server header, or a texture concept sheet. - Use
scripts/scaffold-asset-brief.shto create a reviewable asset brief in the active workspace before generation when the task needs multiple rounds or stakeholder feedback. - Relative
--outvalues such asdocs/briefsare resolved from the project workspace, not from the installed skill directory. - If you invoke the script from the installed skill directory and the workspace cannot be inferred cleanly, pass an absolute
--out <project-dir>path or setCODEX_WORKSPACE_ROOT.
Default Execution
- If the current host does not expose built-in image generation or an equivalent image-editing tool, stop and tell the user this skill is unavailable on that host; offer to continue with prompt/brief preparation only, or switch to Codex or another supported host for actual generation.
- Use the built-in
image_gentool by default when the host supports it. - Treat the first pass as concepting unless the user explicitly needs near-final artwork.
- The built-in image generation workflow supports fresh generations and edits against existing local/reference images; prefer that over describing a manual paint-over process.
- Save any chosen final asset into the current workspace; do not leave project assets only in Codex's default generated-images area.
- Preserve existing assets non-destructively by using versioned filenames unless the user explicitly asked to overwrite.
- If editing a local image, load or attach it first so the image is visible to Codex before requesting an edit.
Good Use Cases
pack.pngconcepts or replacements for mods, datapacks, or resource packs- Release-banner art for GitHub, Modrinth, CurseForge, or social posts
- Texture look-dev references that will be cleaned up manually into final pixel art
- Server logos, banners, splash artwork, or rules-screen art
- HUD/menu mockups for plugin or mod UX planning
- Promo sheets that show blocks, mobs, or themed environments in-context
Workflow
- Confirm the current host actually exposes image generation or an equivalent image-editing tool; if it does not, stop at briefing or prompt-prep work instead of promising a generated asset.
- Decide whether the asset is a concept, a reviewable mockup, or near-final artwork.
- Decide whether this is a fresh generation or an edit of an existing image.
- If the request is still fuzzy, scaffold a brief with
bash ./scripts/scaffold-asset-brief.sh --type <asset-type> --name <slug>when the script is already being run from your project workspace. - If you are invoking the script from the installed skill directory instead, relative
--outvalues still resolve from the project workspace; if the workspace cannot be inferred, pass an absolute project destination such asbash ./scripts/scaffold-asset-brief.sh --type <asset-type> --name <slug> --out /abs/path/to/project/docs/briefsor setCODEX_WORKSPACE_ROOT. - If style consistency matters, gather one or more reference images first.
- Structure the prompt as scene or backdrop -> subject -> important details -> constraints.
- Iterate with single targeted changes instead of rewriting the whole prompt every round.
- Save the chosen final into the workspace with a descriptive filename such as
pack-icon-v2.pngorrelease-banner-hero.png. - If the asset will ship inside a resource pack, hand off final pack wiring to
minecraft-resource-pack.
Prompt Schema
Use a short, labeled spec when the request is not already precise:
Use case: <pack-icon | texture-concept | promo-art | server-banner | ui-mockup>
Asset type: <where the image will be used>
Minecraft context: <vanilla-faithful | modded sci-fi | medieval RPG server | etc>
Primary request: <main prompt>
Input images: <reference or edit target, if any>
Style/medium: <pixel art | painterly splash art | clean UI mockup | product-style render>
Composition/framing: <close-up | square icon | wide banner | negative space left>
Palette: <color direction>
Pixel treatment: <flat tileable | hand-painted | chunky retro | crisp UI>
Text (verbatim): "<exact text>"
Constraints: <must keep / must avoid>
Avoid: <negative constraints>
For edits, explicitly say what must stay unchanged, for example: change only the background; keep the logo, silhouette, and text layout unchanged.
Asset-Specific Guidance
Pack Icons
- Design for square cropping and tiny-size readability.
- Keep the silhouette bold and text minimal.
- Generate high-resolution source art, then downscale to the final
64x64icon manually if needed.
Texture Concepts
- Ask for flat, front-on presentation with even lighting and minimal perspective.
- State whether the texture should feel vanilla-faithful, noisy/gritty, hand-painted, or stylized.
- Assume manual cleanup before shipping. Generated textures are best used as concept or paint-over references, not automatic drop-ins.
UI Mockups
- Reserve negative space for labels, slots, and status text.
- Keep text large and high-contrast.
- Call out whether the mockup should feel vanilla, modded-tech, fantasy, or admin-panel inspired.
Promo Art and Thumbnails
- Leave copy-safe negative space for release titles or taglines.
- Avoid tiny text and clutter that will collapse on mobile or store cards.
- Specify whether the output should show gameplay-like framing, hero artwork, or a clean showcase layout.
Review Checklist
- The image reads clearly at the actual target size.
- Any text is spelled correctly and positioned as requested.
- No extra logos, watermarks, or unrelated objects were introduced.
- The style matches the requested Minecraft context.
- For texture concepts, the result looks easy to paint over, simplify, or tile manually.
End-to-End Patterns
Existing pack.png Refresh
- Load the current
pack.png. - Ask for an edit that preserves the core silhouette or theme while improving readability at icon size.
- Keep at least one conservative variant and one bolder variant.
- Save the selected result into the workspace with a versioned filename such as
pack-v2.png.
Texture Concept to Pack Handoff
- Generate a flat texture concept with neutral lighting and no perspective.
- Treat the result as look-dev, not an automatic ship-ready texture.
- Hand the approved concept to
minecraft-resource-packfor final pack structure, sizing, tiling, and JSON wiring.
UI or Server Brand Mockup
- Reserve explicit negative-space regions for text, buttons, or status overlays.
- Keep generated text minimal; if exact typography matters, leave clean space and add final copy later in-code or in a design tool.
- Save both the art-only background and the composed mockup when possible so downstream edits stay flexible.
Example Prompt Shapes
Pack icon:
Use case: pack-icon
Asset type: resource-pack icon
Minecraft context: vanilla-faithful fantasy mining pack
Primary request: a glowing emerald pickaxe crossed over a cave entrance
Style/medium: crisp pixel-art-inspired emblem
Composition/framing: centered square icon with bold silhouette
Palette: emerald green, deepslate gray, warm torch gold
Constraints: no text, no watermark, readable at very small size
Texture concept:
Use case: texture-concept
Asset type: reference sheet for a block texture
Minecraft context: modded industrial factory pack
Primary request: concept art for a rusted steel machine casing block
Style/medium: flat texture concept
Composition/framing: straight-on tile, no perspective
Pixel treatment: tileable, lighting-neutral, easy to simplify into 16x16 or 32x32
Constraints: no background scene, no labels, no watermark
Promo banner:
Use case: promo-art
Asset type: GitHub release banner
Minecraft context: cooperative sky-islands server
Primary request: sweeping hero art of floating islands linked by rope bridges and glowing lanterns
Style/medium: polished cinematic illustration
Composition/framing: wide banner with negative space on the left for release text
Palette: sunrise oranges, cool blue shadows, warm lantern gold
Constraints: no logos, no watermark, no tiny unreadable text