# Produce a game sprite Request: `$ARGUMENTS` Treat this as an asset-production task, not a request to draw a one-off shape in C++. 1. Read only the relevant catalog and documentation: - agent/body/armor/weapon: `assets/agents/catalog.yaml`, `.claude/commands/agent-sprite.md`; - monster: `assets/monsters/catalog.yaml`, `docs/14-monsters.md`; - environment/item: `assets/content_coverage.yaml`, `tools/generate_static_assets.py`. 2. Preserve the visual lock: grounded near-future sci-fi horror and body horror. Agents are lean covert operators, never bulky space marines. Camera is Diablo-style orthographic isometry. Agent paper-doll layers are exactly 70x90 and share the existing rig/pivot. 3. Extend a catalog/generator/rig; never commit a single hard-coded runtime Sprite as the final asset. New agent equipment is one layer per animation, not every loadout combination. 4. Render only the requested/new component. Reuse the existing `.blend`; do not rebuild all rigs unless their geometry changed. 5. Run `powershell -ExecutionPolicy Bypass -File tools/build_assets.ps1` and fix every strict validation or coverage failure before reporting success. 6. Verify through text (`sf validate`, `sf ascii`, coverage). Do not open generated PNG/SFA. If the human asks to inspect it, create a grid using `tools/sprite_preview.py` and give the path; the human may open that preview. Report the generated asset IDs, supported animations/directions, build status, and exact command needed to run the game with `--sf`.