Skip to content
cccskills
FreePublished on GitHub

build-hybrid-game-assets

Plan and integrate assets for Three.js or web games by choosing imported models, code-generated geometry, or 2D media. Define scale and collision needs, check appearance and performance in the game, and record sources and licenses.

OriginalShow the original description

Plan, create, integrate, or audit a hybrid asset pipeline for a Three.js or web game. Use when choosing among imported meshes, procedural 3D geometry, AI-generated reference art, 2D UI media, sprites, VFX, and performance-ready runtime asset delivery.

Run score Not tested

See how to install

Good for

  • Choosing between imported models, code-generated shapes, and 2D art
  • Defining asset scale, attachment points, and collision needs
  • Checking asset readability and performance in the game
  • Recording asset sources and licenses

Files included (2)

  • SKILL.md2.9 KB
  • agents/openai.yaml209 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

Build Hybrid Game Assets

Choose the asset representation that best serves gameplay, readability, iteration speed, and runtime budget. Do not force every reference image through image-to-3D reconstruction.

Classify the asset before making it

NeedPreferred representation
Hero character or complex authored animationImported rigged mesh, with verified license and scale
Weapon, relic, pickup, creature variant, architecture, or interaction propProcedural Three.js geometry when controllable silhouette, sockets, collision, or code-driven variants matter
Concept, class portrait, inventory icon, cursor, backdrop, or menu treatmentGenerated or authored 2D image/video used directly as UI media
Level mood, composition, or spacing referenceConcept image used as visual guidance; author the actual playable level separately
Reference image whose visible form itself must become a code modelUse img2threejs with its quality gates and state the result is a reconstruction, not extracted geometry

Create image-first work accurately

Generate a compact reference set: hero view, silhouette/side view when geometry matters, palette/material close-up, and usage context. Define camera distance, scale, pivot, collision, attachment sockets, animation needs, and budget before implementation. A single image cannot establish hidden geometry; request more views or select deliberate stylization.

Build the runtime asset

  • For imported meshes, normalize coordinate system, scale, pivot, materials, animation clips, and ownership/license before scene integration.
  • For procedural geometry, expose a factory with named parts, stable sockets, deterministic variation, collider guidance, and reusable materials.
  • For 2D assets, export transparent media at the actual display density; provide alt text/labels where user-facing and avoid using raster art as fake 3D collision.
  • Keep authored content identifiers separate from runtime state. Do not duplicate item, material, or gameplay facts in UI code.

Verify in the game, not the asset viewer

Check the real camera distance, lighting, readability, collision/contact, animation, mobile viewport, and performance. Measure representative draw calls, triangles, texture count, and frame time. Keep visuals original: use references for visual grammar, then create new identity, geometry, and media.

Record provenance

Track whether each runtime asset is imported, procedural, generated 2D, or reference-only, together with source/license and generation input where applicable. Do not claim an image-to-model pipeline unless source and runtime code actually demonstrate one.

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Build woven fabric in Three.js with visible threads, realistic sheen, seams, and thick hems. The skill covers folds that preserve texture proportions, light passing through thin cloth, and variations in dye and wear.

  • Creating backlit curtains
  • Differentiating linen, silk, and wool
  • Adding hems and stitches for close-up views
MengTo/Skills7KUpdated Oct 18, 2026

Build falling leaves in Three.js and similar 3D scenes, with visible front, edge, and back views as they tumble and drift. Coordinate wind, scene depth, camera-aware recycling, and performance checks for a convincing autumn effect.

  • Adding falling autumn leaves to a 3D scene
  • Coordinating leaf tumble, sideways drift, and wind
  • Managing leaves around buildings and camera movement
MengTo/Skills7KUpdated Oct 18, 2026

3d-four-seasons

FreeSummary

Add coordinated seasonal transitions to an existing 3D scene. Blend foliage, lighting, sky, ground, snow, and particles from one shared state while preserving camera controls and interactions, so the same place remains recognizable throughout spring, summer, fall, and winter.

  • Add a four-season selector to an outdoor 3D scene
  • Show seasonal changes in an architectural walkthrough
  • Coordinate foliage, sunlight, sky, and ground appearance
MengTo/Skills7KUpdated Oct 18, 2026

Create or integrate detailed 3D models with smooth outlines and believable edges for close-up views. Prepare lower-detail versions for distant viewing, prioritize loading, and measure rendering costs in the actual scene.

  • Creating a detailed 3D model for close-up views
  • Replacing visibly faceted curves with smoother geometry
  • Preparing detailed architectural assets for rendering
MengTo/Skills7KUpdated Oct 18, 2026

Prepare detailed 3D materials that remain clear in close-up views. The skill guides texture resolution, physically based material maps, surface mapping, filtering, and progressive loading while checking download size and GPU memory use.

  • Prepare wood, stone, and fabric materials for close-up views
  • Fix texture seams, grain direction, and normal map orientation
  • Preserve floor and foliage detail at oblique or distant views
MengTo/Skills7KUpdated Oct 18, 2026

Create realistic metal surfaces in Three.js by combining structured reflections, studio lighting, scratches, fingerprints, and beveled edges. Includes polished, brushed, and aged finishes for objects such as tools, rings, and metal product parts.

  • Fixing metal that looks like gray plastic
  • Creating polished or brushed metal finishes
  • Adding patina and worn edges
MengTo/Skills7KUpdated Oct 18, 2026

See all skills by MengTo

Report a problem with this skill