game-assets
Budget-aware asset planning, image/3D/animation generation, background removal.
Skill by dragoscirjan
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/dragoscirjan-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.
Get the weekly diff
The weekly diff: one email a week with new agent tools, notable updates and grade changes, plus security alerts for tools you follow. Double opt-in, one-click unsubscribe.
About
Use cases: finance
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/game-assets
What's inside
- Skill name
game-assets- Description
- Budget-aware asset planning, image/3D/animation generation, background removal. Load when generating or managing game assets.
- License
- MIT
- Instructions
- 379 lines in SKILL.md · view on GitHub
Agent Skills spec issues
- files: referenced but missing: assets/img/knight_ref.png
Files (1)
- SKILL.md
SKILL.md (first lines)
# Game Assets — Planning, Generation & Processing ## Overview Three-phase asset workflow: 1. **Plan** — analyze game, identify assets, budget allocation 2. **Generate** — create images, 3D models, animated sprites 3. **Process** — background removal, frame extraction, loop trimming --- ## Phase 1: Asset Planning ### Input - `budget_cents` — total budget (or remaining for iterations) - Game plan spec (in `.specs/`) — game description, risk tasks, main build with asset needs - Architecture notes (draft in `.ai.tmp/`) — architecture with Asset Hints section - `reference.png` — visual composition target - Art direction notes (draft in `.ai.tmp/`) — art direction from visual target phase ### Workflow 1. **Read `reference.png`** — understand visual composition, proportions, environment layers. 2. **Read architecture Asset Hints + game plan Assets needed** — reconcile both lists (they may overlap or complement each other). 3. **Categorize assets:** - **3D models** — characters, vehicles, key props, buildings (need geometry) - **Textures** — ground, walls, UI backgrounds (flat, tileable) - **Backgrounds** — sky panoramas, parallax layers, title screens (large scenic) - **Animated sprites** — characters/objects with multiple actions (plan motion graph first) 4. **Budget allocation** (see cost table below). 5. **Identify anchors vs derivatives** — anchors generated first, derivatives use anchor as `--image` input. 6. **Generate, review, convert** — images in parallel, review PNGs, retry bad ones (max 1), convert approved 3D refs to GLBs. ### Cost Table | Asset Type | Backend | Cost | Notes | | -------------------------- | ------------------- | ------------------ | ------------------------------- | | Texture / simple sprite | Grok | 2c | Fast, simple images | | Character / reference | Gemini 1K | 7c | Precise prompt following | | Background (simple) | Grok | 2c | Sky, clouds, abstract | | Background (precise) | Gemini 2K | 10c | Specific layout/composition | | 3D model (full) | Gemini 1K + GLB | 47c | 7c image + 40c GLB high quality | | Animation reference | Gemini 1K | 7c | Once per character | | Animation action (root) | Gemini pose + video | 7c + 5c x duration | From reference | | Animation action (chained) | Video only | 5c x duration | From predecessor's last frame | Reserve ~10% of budget for retries. Prioritize by visual impact — cut low-impact assets first. ### Backend Selection - **Gemini** (`--model gemini`) — reference images, character design, 3D model references, animated sprite refs/poses, backgrounds with precise layout. Costs more but reliably matches prompt. - **Grok** (`--model grok`, default) — textures, simple objects, item kits, props, simple scenic backgrounds. High-quality but imprecise — great when exact prompt adherence doesn't matter. ### Art Direction Usage Read the **Art direction** from your draft but do NOT mechanically prepend it. Different asset types need different treatment: - **Textures** — often need no style language at all - **3D model references** — need clean studio lighting; style cues can hurt mesh quality - **Backgrounds** — benefit most from art direction language - **Sprites** — some style cues, adapted to the subject ### Image References for Consistency Feed a generated image as `--image` input when subsequent assets need to match it: - **Style family** — one hero asset as input for the rest of the set - **Multiple views** — front view as input for side, back, 3/4 angle - **Variants** — base object as input for recolors, damaged versions, sizes - **Scene coherence** — background as input for foreground props Generate anchors first, review, then fan out derivatives in parallel. --- ## Phase 2: Generation CLI All tools are TypeScript-based. Run from project root. ### Generate Image ```bash godot-asset-gen image --prompt "the full prompt" -o assets/img/car.png ``` Options: - `--model` (default `grok`): `grok` (2c), `gemini` (5-15c by size) - `--size` (default `1K`): Grok: `1K`, `2K`. Gemini: `512`, `1K`, `2K`, `4K` - `--aspect-ratio` (default `1:1`): `1:1`, `16:9`, `9:16`, `4:3`, `3:4`, `3:2`, `2:3` - `--image` — reference image for image-to-image editing Typical combos: - `--model gemini --size 1K` — refs, characters, 3D refs (7c) - `--model gemini --size 2K --aspect-ratio 16:9` — backgrounds (10c) - `--model grok` — textures, simple objects (2c) ### Generate GLB (3D Model) ```bash godot-asset-gen glb --image assets/img/car.png -o assets/glb/car.glb ``` Options: - `--quality`: `default` (50c) or `high` (40c, HD textures) Do NOT remove background before GLB conversion — Tripo3D needs the solid white bg. ### Generate Video (Animated Sprites) ```bash godot-asset-gen video --prompt "walking right, smooth cycle" --image assets/img/pose.png --duration 2 -o assets/video/walk.mp4 ``` Options:
From dragoscirjan/opencode-config, MIT.
More from dragoscirjan/opencode-config
- 0.474score
develop-tdd
dragoscirjan
When this skill is loaded, the developer follows the Red-Green-Refactor cycle.
SkillCFreshness: CClaude Code +9 - 0.471score
clean-code
dragoscirjan
Clean code principles, SOLID, design patterns, readability, error handling, and universal quality tooling.
SkillCFreshness: CClaude Code +9 - 0.471score
developer-devops
dragoscirjan
DevOps and infrastructure standards — principles for IaC, CI/CD, and automation.
SkillCFreshness: CClaude Code +9 - 0.471score
developer-frontend
dragoscirjan
Frontend development standards — UI/UX principles, accessibility, state management, and component patterns.
SkillCFreshness: CClaude Code +9 - 0.471score
game-bootstrap
dragoscirjan
Godot 4 project scaffolding — project.godot, architecture notes, script stubs, scene builders, build order.
SkillCFreshness: CClaude Code +9 - 0.471score
game-design
dragoscirjan
Visual target generation, risk-first game decomposition, and verification criteria.
SkillCFreshness: CClaude Code +9 - 0.471score
game-execution
dragoscirjan
Task implementation workflow, test harnesses, screenshot/video capture, visual debugging.
SkillCFreshness: CClaude Code +9 - 0.471score
godot-engine
dragoscirjan
Godot 4 engine quirks, known bugs, workarounds, scene builder patterns, and material/lighting setup.
SkillCFreshness: CClaude Code +9 - 0.471score
issue-tracking
dragoscirjan
Manage tasks, epics, and bugs based on ISSUE_TRACKING environment variable.
SkillCFreshness: CClaude Code +9 - 0.468score
platform-export
dragoscirjan
Cross-platform Godot 4 export — Windows, macOS, Linux, Android, iOS.
SkillCFreshness: CClaude Code +9 - 0.467score
cvs
dragoscirjan
Rules for interacting with local version control and remote platforms (GitHub, GitLab, Forgejo) based on the CVS_TOOL environment variable.
SkillCFreshness: CClaude Code +9 - 0.464score
developer-backend
dragoscirjan
Backend development standards — general backend architecture, security, and tooling.
SkillCFreshness: CClaude Code +9
Signals
- Stars
- 0
- Forks
- 0
- Open issues
- 3
- Last commit (this folder)
- May 28, 2026 (5 months ago)
- Last release
- Jun 2, 2026 (4 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/dragoscirjan/opencode-config
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from dragoscirjan
- 0.474score
develop-tdd
dragoscirjan
When this skill is loaded, the developer follows the Red-Green-Refactor cycle.
SkillCFreshness: CClaude Code +9 - 0.471score
developer-frontend
dragoscirjan
Frontend development standards — UI/UX principles, accessibility, state management, and component patterns.
SkillCFreshness: CClaude Code +9 - 0.471score
clean-code
dragoscirjan
Clean code principles, SOLID, design patterns, readability, error handling, and universal quality tooling.
SkillCFreshness: CClaude Code +9 - 0.471score
developer-devops
dragoscirjan
DevOps and infrastructure standards — principles for IaC, CI/CD, and automation.
SkillCFreshness: CClaude Code +9 - 0.471score
game-bootstrap
dragoscirjan
Godot 4 project scaffolding — project.godot, architecture notes, script stubs, scene builders, build order.
SkillCFreshness: CClaude Code +9 - 0.471score
game-design
dragoscirjan
Visual target generation, risk-first game decomposition, and verification criteria.
SkillCFreshness: CClaude Code +9
Cite this page
game-assets skill. Agent Mart. https://agentmart.dev/skills/dragoscirjan-game-assets (last updated 2026-10-24)