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make-blender-game-assets

Create original Blender assets with editable sources, GLB exports and inspection through a Three.js loader.

Skill by DanMcInerney

IndexedMIT★ 124
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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

Create original Blender assets with editable sources, GLB exports and inspection through a Three.js loader.

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Secrets
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Install scripts
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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.

More from DanMcInerney/orchflows

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
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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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)