TexturePacker
It combines separate images and animation frames into atlases and emits metadata for Unity, Godot, Cocos, and other engines.
Why use it
Transparent trimming, rotation, scaling, and incremental export reduce memory and draw calls while source art stays separate.
Where it fits
Use art, animation, audio, levels, and narrative to make the game easy to read and its world convincing.
What to check
Advanced formats and command-line use require a commercial license; aggressive trim, rotation, and scale variants need engine-side sampling tests.