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Cuvara

game-art-mcp

by Cuvara

art.pipeline.spec

Builds a pixel art specification from reference analysis and active style, defining canvas, palette, outline, and shading constraints for pixel art generation.

Instructions

Build an ArtSpecification from a reference analysis + active style. The spec defines canvas, palette, outline, shading constraints for pixel art generation.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
subjectNoOverride subject description
max_colorsNoOverride max palette colors
canvas_widthNoOverride canvas width
reference_idYesReference ID to build spec from
canvas_heightNoOverride canvas height
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

There are no annotations provided, so the description must disclose behavioral traits on its own. It explains the produced spec but leaves side effects, persistence, and error behavior entirely unstated. For instance, it does not say whether building a spec mutates any state or simply returns an object.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is only two sentences, front-loaded with the primary purpose and then clarifying the spec's contents. Every clause contributes to understanding the tool's output and scope, with no filler or repetition.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The description leaves an important undefined concept: 'active style' is not explained in terms of where the style comes from or how it is obtained. It also does not mention follow-up tools or whether the output spec is a standalone object or input to another pipeline step. With no output schema, these gaps matter.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, with each parameter already having a clear description such as 'Override canvas width' and 'Reference ID to build spec from.' The description adds a high-level mapping to canvas and palette constraints, but the schema already or, does the heavy lifting. This aligns with the baseline of 3.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description uses a specific verb and resource: 'Build an ArtSpecification from a reference analysis + active style.' It clarifies the tool's output constraints by naming canvas, palette, outline, and shading for pixel art, which helps distinguish it from broader pipeline tools, though not from the sibling art.tilemap.create_spec explicitly.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The phrase 'from a reference analysis + active style' implies when the tool should be used, but the description does not give explicit when-not scenarios or name alternative spec-creation tools. It gives partial context about prerequisites without fully routing the agent among the sibling tools.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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