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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.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

원문원문 설명 보기

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.

실행 점수 미검증

설치 방법 보기

이럴 때 유용합니다

  • 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

포함된 파일(2)

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

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

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.

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