All skills
gamedev-skills avatar

/create-game-assets

@3727d02

Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.

Use this Skill: https://skilld.dev/gh/gamedev-skills/awesome-gamedev-agent-skills/create-game-assets

This session only. Nothing lands on disk.

referencesthree-d-pipeline.md

≈787 tokens on demand. Your agent reads this file only when SKILL.md points to it.

3D concept-to-runtime pipeline

Use this reference when the output is a model, material, texture set, rig, animation, or 3D prop family. An appealing render proves appearance only; it does not prove production geometry.

Default pipeline

  1. Lock camera/view, scale, gameplay footprint, material language, polygon/texture budgets, target engine, renderer, and platform.
  2. Create or select orthographic/turnaround concepts with consistent proportions. Treat generated multi-view sheets as references that still require geometric interpretation.
  3. Author or clean the model in a DCC such as Blender. Inspect topology, normals, watertightness, UVs, texel density, material slots, rig, weights, and animation clips.
  4. Apply/normalize transforms and set a gameplay-meaningful origin and pivot.
  5. Create simplified collision proxies. Do not use a detailed render mesh as default collision.
  6. Define LODs and material/texture reuse for repeated or distant objects.
  7. Export using the engine's preferred interchange path. Use GLB/glTF 2.0 as the general runtime delivery default when the target supports it; keep editable DCC sources separately.
  8. Import into the real engine, check scale/orientation/materials/animation, profile memory and draw calls, and capture representative screenshots before approval.

Geometry gates

  • silhouette fits gameplay and LOD transitions preserve it
  • no accidental internal faces, non-manifold regions, inverted normals, or degenerate geometry
  • deformation loops support the required rig motion
  • pivots/origins support doors, wheels, pickups, weapons, placement, and snapping
  • units and forward/up axes match the project convention
  • collision proxies match gameplay intent without excessive detail

Material and texture gates

  • use consistent PBR channel conventions and color spaces
  • avoid baking lighting into base color unless the art direction explicitly requires it
  • pack channels only when the target pipeline documents the mapping
  • keep texel density consistent across an asset family
  • size textures from on-screen coverage; source resolution is not a runtime budget
  • reuse materials/atlases where it reduces draw calls without harming iteration
  • validate normal-map orientation and compression in the target renderer

Generated 3D caution

If a tool can generate meshes, inspect the result with the same gates as an authored mesh. Never infer clean topology, UVs, rigging, licensing, or efficient materials from a preview render. Keep the tool/version and generation input in the asset manifest.

Primary documentation

Source: SKILL.md on GitHub

1 warning1mo3 checks · Risk SAFE
  • Gen Agent Trust Hub1mo

    The skill provides a professional workflow for game asset management, using standard Python scripts for technical QA. It relies on a single well-known library (Pillow) and links only to official game engine and licensing documentation. No security concerns were identified.

  • Socket1mo

    No alerts

  • Snyk1mo

    Risk: MEDIUM · 1 issue

Signed by skilld at 3727d02. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 days ago.

Activeupdated 2 months ago

README badge

README badge for gamedev-skills/awesome-gamedev-agent-skills/create-game-assets