Multi-Resolution Asset Workflow Automation

Now that we know how to do multi-resolution and asset scaling, I will show you how to aid your software stack in exporting multi-resolution assets.

The raster part is easy. You work with high resolution and scale down.

I simply use ImageMagick for this because I am not at all happy with the quality of the downscaling implementations provided by other tools. Of course, maybe they got better in time, but I do not find that worthy of occasional testing.

This task usually requires too much manual involvement, so I will not provide a batch method either.

convert -resize 50% /large/asset.png /medium/asset.png
convert -resize 25% /large/asset.png /small/asset.png


For the vector assets, we can go for the comfort of a custom Inkscape extension.

Our extension will be placed in Extensions > Export > Sprite, and the UI will look like this:

Directory is the root visual asset directory in your project. In Twiniwt, that is ~/dev/twiniwt/Resources/res.

If you activate context, you can select if the element is a UI or Game element.

When disabled, the extension will export below assets:


When Context is enabled, and UI Element selected, the extension will export below assets:


That’s all. Almost all our production assets in Twiniwt are exported using this simple tool.

You can download the extension as a zip file. I am placing it in Public Domain. Place the contents in the extensions subdirectory of your inkscape home directory. In GNU/Linux, this is ~/.config/inkscape/extensions/. It is probably the same in Mac OSX. Unfortunately, I haven’t even tested this extension in Windows, but I am sure it will work out-of-the-box once you locate it.

However, learning how to modify it, and writing your own production tools is more important.


An Inkscape extension with a GUI requires two files. An XML formatted “.inx” file, and the actual implementation module.

Let’s first write the interface and specify the meta data.
Those belong to our sprite.inx file.

<?xml version="1.0" encoding="UTF-8"?>
<inkscape-extension xmlns="">
 <dependency type="extension">org.inkscape.output.svg.inkscape</dependency>
 <dependency type="executable" location="extensions"></dependency>
 <dependency type="executable" location="extensions"></dependency>
 <param name="directory" type="string" _gui-text="Directory to save images to:">~/</param>
 <param name="image" type="string" _gui-text="Image name (without extension):">sprite</param>
 <param name="has_context" type="boolean" _gui-text="Context:">false</param>
 <param name="context" type="optiongroup" _gui-text="Select context:" appearance="minimal">
 <_option value="ui">UI Element</_option>
 <_option value="game">Game Element</_option>
 <effect needs-live-preview="false">
 <submenu _name="Export"/>
 <command reldir="extensions" interpreter="python"></command>

Now, the actual implementation, named . The boilerplate:

#!/usr/bin/env python

import os
import sys
    from subprocess import Popen, PIPE
    bsubprocess = True
    bsubprocess = False
import inkex

The class and the option parsers.

class Sprite(inkex.Effect):
    def __init__(self):
        self.OptionParser.add_option("--directory", action="store",
                                        type="string", dest="directory",
                                        default=None, help="")

        self.OptionParser.add_option("--image", action="store",
                                        type="string", dest="image",
                                        default=None, help="")

        self.OptionParser.add_option("--has_context", action="store",
                                        type="string", dest="has_context",
                                        default=None, help="")

        self.OptionParser.add_option("--context", action="store",
                                        type="string", dest="context",
                                        default=None, help="")

The utility methods.

    def get_filename_parts(self):
        if self.options.image == "" or self.options.image is None:
            inkex.errormsg("Please enter an image name")
        return (, self.options.image)

    def check_dir_exists(self, dir):
        if not os.path.isdir(dir):

Exporter for one asset:

    def export_sprite(self, filename, dpi):
        svg_file = self.args[-1]
        command = "inkscape -e \"%s\" -d \"%s\" \"%s\" " % (filename, dpi, svg_file)
        if bsubprocess:
            p = Popen(command, shell=True, stdout=PIPE, stderr=PIPE)
            return_code = p.wait()
            f = p.stdout
            err = p.stderr
            _, f, err = os.open3(command)

Exporter for all requested resolutions:

    def export_sprites(self, assets):
        dirname, filename = self.get_filename_parts()
        output_files = list()
        if dirname == '' or dirname == None:
            dirname = './'
        dirname = os.path.expanduser(dirname)
        dirname = os.path.expandvars(dirname)
        dirname = os.path.abspath(dirname)
        if dirname[-1] != os.path.sep:
            dirname += os.path.sep
        for directory, scale in assets.items():
            dpi = 96 * scale
            asset_dirname = dirname + directory + os.path.sep
            if self.options.has_context == 'true':
                asset_dirname = asset_dirname + self.options.context + os.path.sep
            f = asset_dirname + filename + ".png"
            self.export_sprite(f, dpi)
        inkex.errormsg("The sprites have been saved as:" + "\n\n" + "\n".join(output_files))

This is where we define the resolutions we ask for. Change assets for your own needs if you like.

    def effect(self):
        assets = {"small": 1, "medium": 2, "large": 4}

The entry point to the extension.

if __name__ == "__main__":
    e = Sprite()

If anything in this post confuses you, please check out the how to do multi-resolution and asset scaling post. Also, please reply in comments below if you have any questions, ideas or fixes to the extension.

Good luck!

Published by

Kenan Bölükbaşı

Founder, Project Leader and Developer at 6x13 Games. Game Developer & Designer, CG Generalist, Architect. Theoretical and applied knowledge in programming, design and media. Broad experience in project management. Experience in 3D (mesh, solid & CAD), 2D (raster, vector), and parametric graphics as well as asset pipelines and tools development. Blender 3D specialist (Blender Foundation Certified Trainer).

Leave a Reply

Your email address will not be published. Required fields are marked *