Install
openclaw skills install @runware/game-assets-2dGenerate 2D game art that stays visually consistent across a whole set: sprites, die-cut stickers, item icons, parallax pieces, and asset sheets. Use when the user says "a set of game items in one style", "make me sprite icons", "die-cut stickers with a clean cutout", "variations of this asset that keep the same shape", "a pack of potions/chests/weapons", or wants transparent PNGs ready to drop into a game.
openclaw skills install @runware/game-assets-2dProduce cohesive 2D game art (sprites, stickers, item icons, parallax layers, full asset sheets) where every piece reads as part of one set. The levers are a style LoRA to lock the look across the set, ControlNet Canny to lock silhouette and structure while the look varies, and background removal to ship clean transparent cutouts.
civitai:101055@128078) plus a specialized style LoRA. The LoRA holds one aesthetic across the whole set. SDXL is the practical pick here because it supports CLIP Skip and has the deepest catalog of style LoRAs.runware:20@1, or FLUX Canny runware:25@1 on a FLUX base. Pair with the Canny preprocessor runware:controlnet-preprocess@canny.runware:112@* (General runware:112@5 is a solid default, Matting runware:112@9 for soft edges, Portrait runware:112@10 for characters).runware-models + runware-run before calling. Never hardcode a LoRA AIR from memory. Browse the catalog for the style you want.runware-run) and confirm the lora array shape and the LoRA's trigger word.controlNetPreprocess, preProcessorType: "canny", to get a guide image.imageInference synchronously: base model + the style LoRA, plus the controlNet block with the Canny guide image when preserving structure. Use numberResults to batch the set in one call.removeBackground (BiRefNet) to produce transparent PNGs.weight around 0.8 to 1.0. Below 0.5 the style barely shows. Above 1.3 it dominates and adds artifacts. Include the LoRA's trigger word in the prompt.controlNet guide. The edges fix shape and proportions while the prompt and LoRA change the finish.startStep: 1, endStep: 10 is the balanced default: edge guidance shapes the early structural steps, then the model gets creative freedom. Lowering endStep (e.g. 5) loosens structure and lets the subject change more. Raising it (e.g. 20) clamps so hard the subject can barely change, good only for restyles. A late startStep weakens adherence.[style] game asset, [asset type], [specific details], clean lines, game-ready, [style] style, black background. Generating on a flat black (or single-color) background makes the later cutout clean.clipSkip: 2 skips the last two text-encoder layers and tends to produce the simpler, bolder look stickers and sprites want. SDXL already skips one layer by default, so this is two on top.lora[].weight: 0.8 to 1.0 is the sweet spot, the single biggest driver of style consistency across the set.controlNet[].guideImage: the Canny edge map from the preprocess step. This is what holds silhouette and proportions.controlNet[].startStep / endStep: the structure-vs-creativity window. 1/10 is balanced, a lower endStep frees the subject, a higher one clamps it.controlNet[].weight: 1.0 is a balanced starting point for edge influence.controlNet[].controlMode: balanced, or controlnet to prioritize structure, or prompt to lead with the text and treat edges as a loose guide.clipSkip: 2 on SDXL for a cleaner sticker/sprite style.lowThresholdCanny / highThresholdCanny: on the preprocess step, lower thresholds catch more subtle edges, higher ones keep only prominent contours.numberResults: batch a set in one call.runware-run). Never guess.runware-run, runware-models, runware-prompting; controlled-generation (the ControlNet mechanics in depth), character-consistency (same subject across scenes), train-style-model (train your own reusable style LoRA for the set).