make-blender-game-assets
Create original Blender assets with editable sources, GLB exports and inspection through a Three.js loader.
Skill by DanMcInerney
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/danmcinerney-make-blender-game-assets
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/make-blender-game-assets
What's inside
- Skill name
make-blender-game-assets- Description
- Create original Blender assets with editable sources, GLB exports and inspection through a Three.js loader.
- License
- MIT
- Instructions
- 14 lines in SKILL.md · view on GitHub
Files (2)
- SKILL.md
- openai.yaml · agents/
SKILL.md (first lines)
Apply [library context](../../references/library-context.md). Resolve the art brief, gameplay camera, asset scope, runtime loader/preview, budgets and owned output directory under the [asset contract](../../references/blender.md). For standalone work without a game, provide a project-local Three.js preview and mark final integration unverified. This workflow includes no independent review. Use the actual game baseline and source assets. Production staffing is flexible under core execution rules. Preserve these dependencies: 1. Probe Blender/export capabilities. Plan the asset family, shape language, modular relationships and budgets. Choose unspecified art details; report missing essential gameplay contracts. 2. Block out the key asset and a representative environment piece when in scope. Inspect orthographic/three-quarter and gameplay-camera views; refine forms before detail. 3. Finish representative models, materials, needed UVs/bakes and animation. Save editable sources and explicitly selected GLB objects/clips. Inspect through the game loader at gameplay scale; resolve contract conflicts before producing the set. 4. Build remaining assets with the proven style/export settings and Blender reference. Omit unused rigging or texture work. 5. Inspect export structure, visuals and required clips; verify bounds, pivots/sockets, textures, collider fit and measured costs. Supply gameplay-camera and source contact views; identify remaining integrated-play checks. 6. Return `.blend`, GLB, dependencies, scripts/settings, metadata, inspected views, reproduction commands and deviations. Own a separate asset directory for concurrent code/content work. Gather completed assets before returning them for caller integration and gameplay checks. Continue suitable makers for production feedback or a caller-allocated repair pass; add no review or unbounded remake loop.
From DanMcInerney/orchflows, MIT.
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Signals
- Stars
- 124
- Forks
- 10
- Open issues
- 0
- Last commit (this folder)
- Sep 23, 2026 (1 month ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/DanMcInerney/orchflows
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
make-blender-game-assets skill. Agent Mart. https://agentmart.dev/skills/danmcinerney-make-blender-game-assets (last updated 2026-10-24)