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game-assets

Budget-aware asset planning, image/3D/animation generation, background removal.

Skill by dragoscirjan

IndexedMIT
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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/dragoscirjan-game-assets

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About

Budget-aware asset planning, image/3D/animation generation, background removal. Load when generating or managing game assets.

Use cases: finance

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Permissions

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

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  • 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.

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

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Cite this page

game-assets skill. Agent Mart. https://agentmart.dev/skills/dragoscirjan-game-assets (last updated 2026-10-24)