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game-asset-generator

Deterministic palette/matrix pixel art (not AI). Use for procedural tile art, color-quantized output, matrix sprites.

Install / Use

npx skills add notque/vexjoy-agent --skill game-asset-generator

Installs into whichever agent you are using.

About this skill
📄

SKILL.md

Installable skill definition

Quality Score

87/100

Category

Other

Supported Platforms

Zed

Our assessment of game-asset-generator

game-asset-generator scores 87/100 on our quality scale, 125th of 263 Other skills we index (top 48%).

Its SKILL.md is 9.1 KB long, well organised into 13 sections with 4 code examples: a thorough specification that gives an agent plenty to work with.

It has 425 GitHub stars, a meaningful sign that others use it.

Substance
29/30
Structure
20/20
Description
12/15
Adoption
11/20
Freshness
15/15

Maintenance, license and trust

  • The repository was last updated 12 days ago, so game-asset-generator is actively maintained.
  • It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
  • Its trust signals score 100/100, with no cautions. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.

game-asset-generator compared with similar skills

All 4 of these similar skills score higher than game-asset-generator; compare them before choosing.

SkillScoreStarsUpdatedFormat
game-asset-generator (this skill)by notque8742512d agoSKILL.md
taste-skillby Leonxlnx10097.0ktodayCLAUDE.md
headroomby headroomlabs-ai10075.4ktodayCLAUDE.md
LocalAIby mudler10049.5ktodayMCP Server
rufloby ruvnet10074.7ktodayMCP Server

Frequently asked questions

How do I install game-asset-generator?
Run npx skills add notque/vexjoy-agent --skill game-asset-generator. The install tabs above show the steps for each supported agent.
Which AI agents does game-asset-generator work with?
It is written for Zed, as a SKILL.md file. Other agents that read the same format can often use it too.
Is game-asset-generator safe to use?
It is MIT-licensed and scores 100/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
Is game-asset-generator still maintained?
The repository was last updated 12 days ago, so game-asset-generator is actively maintained.

name: game-asset-generator promoted_to: game-dev description: "Deterministic palette/matrix pixel art (not AI). Use for procedural tile art, color-quantized output, matrix sprites." agent: typescript-frontend-engineer user-invocable: false command: /game-assets allowed-tools:

  • Read
  • Write
  • Bash
  • Grep
  • Glob
  • Edit routing: triggers:
    • pixel art
    • tile pattern
    • palette quantize
    • matrix sprite
    • meshy
    • meshyai
    • generate 3d model
    • text to 3d
    • image to 3d
    • world labs
    • gaussian splat
    • splat environment
    • game asset
    • fal ai
    • fal.ai
    • generate texture
    • generate image for game
    • 3d character
    • game model
    • rig model
    • animate model
    • game environment
    • sketchfab
    • poly pizza
    • poly haven not_for: "AI-generated pixel art, illustration, or character art (use image-gen) — this skill is deterministic palette/matrix generation, not an AI backend; ad-hoc workflow composition (use workflow skill)" pairs_with:
    • frontend
    • typescript-frontend-engineer complexity: Medium category: game-development

Game Asset Generator Skill

Overview

This skill generates game-ready assets (3D models, Gaussian Splat environments, 2D sprites, images/textures) using AI APIs and free asset sources. It follows a three-phase workflow: DETECT the asset type -> GENERATE via the appropriate API or source -> INTEGRATE into the game. Only the relevant reference is loaded per task -- do not load all references upfront.

Scope: Use for AI-generated 3D models, world environments, pixel art sprites, concept art, textures, and sourcing free pre-built assets. Keep game engine scripting, physics, game loop logic, and shader authoring in threejs-builder after asset generation.


Phase 1: DETECT

Goal: Identify the asset type from the request and load the single corresponding reference.

Step 1: Classify the request

| Signal in request | Asset Type | Reference to load | |-------------------|-----------|-------------------| | "3D model", "character model", "generate model", GLB, mesh, rig, animate, humanoid | 3D Model | references/meshyai.md | | "environment", "world", "scene background", "gaussian splat", "splat", volumetric | Environment | references/worldlabs.md | | "sprite", "pixel art", "2D character", "tile", "tileset", canvas sprite | 2D Sprite | references/pixel-art-sprites.md | | "image", "texture", "concept art", "icon", "generate image", chroma key | Image / Texture | references/fal-ai-image.md | | No API key available, "free asset", "find model", "download asset", generation failed | Existing Assets | references/asset-sources.md |

If the request is ambiguous between 3D Model and Image, ask: "Do you need a 3D mesh (GLB file for a Three.js scene) or a 2D image/texture?"

Step 2: Check API key availability

Before calling any paid API, verify the required key exists:

grep -E "MESHY_API_KEY|WLT_API_KEY|FAL_KEY" ~/.env 2>/dev/null

If the required key is missing, the fallback chain applies -- load references/asset-sources.md alongside the primary reference.

Fallback chain: Meshy API -> Sketchfab search -> Poly Haven -> Poly.pizza -> BoxGeometry placeholder. All sources output GLB into the same path so game loading code does not change.

Gate: Asset type identified, relevant reference loaded. Proceed to Phase 2 only when gate passes.


Phase 2: GENERATE

Goal: Call the API or source to produce the asset. Follow the loaded reference exactly -- it is the authoritative guide for its API.

Core constraints (all asset types):

  • Download immediately -- Meshy retains assets only 3 days; World Labs SPZ files expire similarly. Never assume a URL will be valid tomorrow.
  • Output to a stable path -- write assets to public/assets/ or an equivalent game-accessible directory so integration code does not need path changes per asset.
  • Save the .meta.json sidecar -- every generated asset gets a .meta.json recording the prompt, model, generation timestamp, and asset ID. Required for regeneration and auditing.
  • Validate the output file -- after download, confirm file size > 0 and extension matches expected type (GLB, SPZ, PNG, etc.) before proceeding.

Per-type generation summary (read the reference for full API details):

3D Model (Meshy): Two-step pipeline -- preview (fast, low quality, confirms prompt works) -> refine (full quality). Auto-rig only for humanoids meeting all criteria: bipedal, textured, clearly defined limbs. Animate rigged models with walk/run/idle presets. Post-process with scripts/optimize-glb.mjs for 80-95% size reduction before integration.

Environment (World Labs): Upload reference image (preferred over text-only) -> poll 3-8 minutes -> download SPZ + GLB collider + panorama JPG. Y-axis flip (rotation.x = Math.PI) required after loading into Three.js scene.

2D Sprite (code-only): Canvas-based generation -- no API call. Load references/pixel-art-sprites.md and generate sprites from the palette and matrix system defined there. Works without any API key.

Image / Texture (fal.ai): Queue-based API -- submit job -> poll for result. Choose model endpoint based on need (GPT Image 1.5 for transparency, Nano Banana 2 for speed). Use #00FF00 chroma-key background when the asset needs transparency extraction.

Gate: Asset file downloaded and validated (size > 0, correct extension). .meta.json saved. Proceed to Phase 3 only when gate passes.


Phase 3: INTEGRATE

Goal: Load the generated asset into the game scene correctly.

Core constraint: Use SkeletonUtils.clone() -- never .clone() -- for animated models. Regular .clone() breaks skeleton bindings and leaves the model in a permanent T-pose. This is the single most common integration failure with rigged GLBs.

import { SkeletonUtils } from 'three/addons/utils/SkeletonUtils.js';

// Load once, clone for each instance
loader.load('/assets/character.glb', (gltf) => {
  const instance = SkeletonUtils.clone(gltf.scene);
  scene.add(instance);
});

GLB loading (Three.js):

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';

const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.6/');

const loader = new GLTFLoader();
loader.setDRACOLoader(dracoLoader); // Required for Draco-compressed GLBs from Meshy optimizer
loader.load('/assets/model.glb', (gltf) => {
  const model = gltf.scene;
  const box = new THREE.Box3().setFromObject(model);
  const center = box.getCenter(new THREE.Vector3());
  model.position.sub(center);
  scene.add(model);
});

Gaussian Splat (World Labs) -- see references/worldlabs.md for the @sparkjsdev/spark SplatMesh integration. The Y-axis flip and raycast direction inversion are required, not optional.

Animation playback:

const mixer = new THREE.AnimationMixer(model);
const action = mixer.clipAction(gltf.animations[0]); // walk/run/idle from Meshy
action.play();

// In animation loop:
mixer.update(deltaTime);

Gate: Asset visible in scene. No console errors. Animations play if applicable.


Error Handling

Error: "GLB loads but model is in T-pose"

Cause: Used .clone() instead of SkeletonUtils.clone() on a rigged model. Solution: Replace gltf.scene.clone() with SkeletonUtils.clone(gltf.scene). Import from three/addons/utils/SkeletonUtils.js.

Error: "Meshy task stuck in PENDING"

Cause: API key invalid, quota exceeded, or Meshy service issue. Solution:

  1. Verify MESHY_API_KEY is set in ~/.env and the value is current
  2. Check quota at app.meshy.ai
  3. If quota exhausted, fall through to references/asset-sources.md fallback chain
  4. Use status mode: node scripts/meshy-generate.mjs status <task_id>

Error: "Downloaded GLB is 0 bytes or corrupt"

Cause: URL expired (Meshy 3-day limit) or network error during download. Solution: Regenerate -- do not attempt to repair a corrupt GLB. Resubmit using the prompt saved in .meta.json.

Error: "Gaussian Splat renders but objects fall through floor"

Cause: Raycast direction inverted after Y-axis flip on the SplatMesh. Solution: Load references/worldlabs.md -- the fix is in the raycast inversion section.

Error: "fal.ai request returns 401"

Cause: FAL_KEY missing or incorrectly formatted. fal.ai uses Key $FAL_KEY format (not Bearer). Solution: Confirm FAL_KEY is in ~/.env. Authorization header must be Key <your-key> -- not Bearer <your-key>.

Error: "gltf-transform command not found"

Cause: @gltf-transform/cli not installed globally. Solution: npm install -g @gltf-transform/cli


Deep References

Load the reference matching the asset type from Phase 1 DETECT.

| Asset type | Reference | |-----------|-----------| | 3D model (Meshy API) | references/meshyai.md | | Environment (World Labs) | references/worldlabs.md | | Image / texture (fal.ai) | references/fal-ai-image.md | | Free assets (Sketchfab, Poly Haven) | references/asset-sources.md | | 2D sprite (canvas, no API) | references/pixel-art-sprites.md |

Related Skills

View on GitHub
GitHub Stars425
CategoryOther
Updated12d ago
Forks48

Languages

Python

Trust signals

100/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

No cautions