Agent skill · gamedev-skills
create-game-assets
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.
What it needs
About 4k tokens when loaded.
What this skill does
Create Game Assets Turn a game's visual intent into a consistent, engine-ready asset set. Treat image generation as one production tool inside a controlled pipeline, never as proof that an asset is shippable. Core workflow 1. Inspect before inventing. Find existing screenshots, concept art, sprites, models, fonts, import settings, camera framing, target resolution, and naming conventions. Preserve a coherent existing direction unless the user asks for a redesign. 2. Lock the technical frame. Record engine, 2D/3D, camera/view, native display size, asset dimensions, world scale, transparency, palette, filtering, animation frames, texture budget, and target platforms. Use assets/art-direction-brief.md as a copyable brief. 3. Name the visual system. Define shape language, silhouette priorities, value structure, palette roles, materials, lighting, detail density, edge treatment, and motion character. Use concrete visual properties; do not substitute a living artist's name for an art direction. 4. Make an asset manifest. Copy assets/asset-manifest.json, then list every required asset, state, variant, size, pivot, collision role, source, license, and approval status. Separate production assets from disposable greybox placeholders. 5. Approve one visual target. Create or select a representative hero asset or small style board before producing a full set. Judge it at actual game scale and against a gameplay background. If the user delegated the choice, pick the strongest viable direction and record the decision instead of blocking. 6. Produce related assets as families. Reuse the approved target as an edit/reference input. Keep palette, view, proportions, lighting, outline, and texture density invariant. Generate small coherent batches; avoid unrelated one-off prompts that drift. 7. Normalize deterministically. Crop, size, anchor, slice, name, compress, and check alpha with ordinary image/DCC tools. …
How to use it
Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:
@skills gamedev-skills/create-game-assets