本文へ移動
cccskills
無料GitHub で公開

create-game-assets

Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.

インストール方法を見る

含まれるファイル(11)

  • SKILL.md7.8 KB
  • agents/openai.yaml231 B
  • assets/art-direction-brief.md858 B
  • assets/asset-manifest.json969 B
  • references/art-direction.md3.8 KB
  • references/provenance.md2.1 KB
  • references/raster-pipeline.md3.8 KB
  • references/three-d-pipeline.md3.1 KB
  • scripts/asset_report.py4.6 KB
  • scripts/build_preview_sheet.py3.3 KB
  • scripts/requirements.txt15 B

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Create Game Assets

Turn a game's visual intent into a consistent, engine-ready asset set. Treat image generation as one production tool inside a controlled pipeline, never as proof that an asset is shippable.

Core workflow

  1. Inspect before inventing. Find existing screenshots, concept art, sprites, models, fonts, import settings, camera framing, target resolution, and naming conventions. Preserve a coherent existing direction unless the user asks for a redesign.
  2. Lock the technical frame. Record engine, 2D/3D, camera/view, native display size, asset dimensions, world scale, transparency, palette, filtering, animation frames, texture budget, and target platforms. Use assets/art-direction-brief.md as a copyable brief.
  3. Name the visual system. Define shape language, silhouette priorities, value structure, palette roles, materials, lighting, detail density, edge treatment, and motion character. Use concrete visual properties; do not substitute a living artist's name for an art direction.
  4. Make an asset manifest. Copy assets/asset-manifest.json, then list every required asset, state, variant, size, pivot, collision role, source, license, and approval status. Separate production assets from disposable greybox placeholders.
  5. Approve one visual target. Create or select a representative hero asset or small style board before producing a full set. Judge it at actual game scale and against a gameplay background. If the user delegated the choice, pick the strongest viable direction and record the decision instead of blocking.
  6. Produce related assets as families. Reuse the approved target as an edit/reference input. Keep palette, view, proportions, lighting, outline, and texture density invariant. Generate small coherent batches; avoid unrelated one-off prompts that drift.
  7. Normalize deterministically. Crop, size, anchor, slice, name, compress, and check alpha with ordinary image/DCC tools. Never trust generated grids, transparency, seams, pivots, topology, or dimensions without inspection. Use the bundled scripts for raster QA and contact sheets.
  8. Import with engine-native settings. Set filtering, mipmaps, pixels-per-unit/world scale, color space, compression, sprite slicing, texture types, materials, and collision deliberately. Read the relevant engine skill before editing engine files.
  9. Validate in context. Inspect a contact sheet and the actual game at native resolution. Check silhouette, scale, animation stability, seams, legibility, palette, collision fit, memory, and compression artifacts. Iterate on the source asset, not only on runtime compensations.
  10. Record provenance. Keep the source URL/tool, license or generation note, edit history, and restrictions beside the manifest. Preserve embedded provenance metadata when the pipeline can.

Choose the production path

NeedDefault path
Existing asset needs a controlled changeEdit the original/reference; state what must remain unchanged
New 2D visual familyApprove seed → generate/source family → normalize → preview → import
True pixel artUse generated work as a draft; enforce grid, palette, clusters, and frames with pixel tools
Tileable surface or tilesetProduce a small family; repair seams; test repeated 3×3 before approval
UI art or iconsKeep text and interaction code-native; prefer SVG/vector for simple geometric symbols
3D model or materialUse concepts as reference; author/clean in a DCC; validate topology, UVs, scale, pivots, and LODs
No generation/edit tool is availableBuild the brief and manifest; source licensed assets or keep explicit greybox placeholders
Audio assetRoute sound implementation and mixing to audio-design; still track source/license in the manifest

Image-generation handoff

When a capable image generation or editing tool is installed, use it for live visual creation. If the workspace exposes an imagegen skill, read and follow it for the actual generation/edit call; this skill owns the game-art brief, constraints, normalization, and acceptance gates.

Build prompts from these blocks:

ROLE/PURPOSE: production asset for [gameplay role]
SUBJECT: [specific object/character and action]
VIEW: [orthographic/top-down/side/three-quarter], [camera and facing]
ART DIRECTION: [shape language], [palette roles], [materials], [edge treatment]
GAME-SCALE READ: [silhouette and focal details that must survive at WxH]
TECHNICAL OUTPUT: [dimensions/aspect], [transparent or scene background], [frame/slot count]
LOCKS: preserve [identity, proportions, palette, costume, lighting, line weight]
EXCLUDE: text, labels, mockup frames, scenery, duplicate objects, cropped edges, signatures

For edits, say both what changes and what stays fixed. Ask for transparent output through the tool's native transparency option when available, then verify the alpha channel—prompt wording alone does not guarantee transparency.

Raster QA recipes

Inspect constraints and emit a machine-readable report:

python scripts/asset_report.py assets/player-idle.png \
  --expect-size 64x64 --require-alpha --max-colors 48 --json

Build a nearest-neighbor contact sheet over a checkerboard:

python scripts/build_preview_sheet.py output/player/*.png \
  --out output/player-preview.png --columns 4 --cell-size 192

Run script paths relative to this skill directory, or resolve the installed skill path first. Both scripts require Python 3.10+ and Pillow. Install the only dependency with python -m pip install -r scripts/requirements.txt when it is not already available.

Quality gates

  • Cohesion: related assets share palette roles, line/edge treatment, view, light direction, scale, and detail density.
  • Gameplay read: silhouettes and state changes remain clear at native resolution, in motion, and over real backgrounds.
  • Technical fit: exact size/frame count, usable alpha, stable anchors/pivots, correct color space/filtering, no clipped content, no accidental labels or baked mockup chrome.
  • Animation: identity, volume, proportions, costume, facing, and baseline do not drift; timing and anticipation read in an in-engine preview.
  • Tiles/backgrounds: required edges tile without seams; repetition is tolerable; parallax layers have intentional depth and no baked collision cues.
  • 3D: transforms, scale, pivot, normals, UVs, materials, topology, rig, collision proxies, LODs, and runtime format are checked rather than inferred from a render.
  • Rights: every shipped file has recorded provenance and terms compatible with the project.

Do not call an asset production-ready from a prompt result alone. Approval requires the relevant technical checks plus an in-engine or native-scale visual inspection.

References

  • For visual-system decisions and maintaining consistency, read references/art-direction.md.
  • For sprites, animation strips, tiles, backgrounds, UI art, and engine import settings, read references/raster-pipeline.md.
  • For concept-to-mesh, textures, glTF/GLB, LOD, collision, and runtime validation, read references/three-d-pipeline.md.
  • For licenses, generated-media records, and provenance, read references/provenance.md.

Related skills

  • game-ui-ux for layout, navigation, readability, and accessible interaction.
  • game-feel, shader-programming, and audio-design for presentation after the source art fits.
  • Engine import/rendering skills such as godot-tilemap, unity-tilemap-2d, pixijs-rendering, and threejs-gltf-loading.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sequence, tick status, utility AI, response/scoring curve, or consideration. For choosing between FSM/BT/steering or for pathfinding, use game-ai; for Unreal's BehaviorTree/Blackboard assets, use unreal-behavior-trees.

日本語の概要は準備中です。原文の説明を表示しています。

gamedev-skills/awesome-gamedev-agent-skills1,4652026年10月9日 更新

Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.

日本語の概要は準備中です。原文の説明を表示しています。

gamedev-skills/awesome-gamedev-agent-skills1,4652026年10月9日 更新

bevy-ecs

無料

Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.

日本語の概要は準備中です。原文の説明を表示しています。

gamedev-skills/awesome-gamedev-agent-skills1,4652026年10月9日 更新

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.

日本語の概要は準備中です。原文の説明を表示しています。

gamedev-skills/awesome-gamedev-agent-skills1,4652026年10月9日 更新

card-game

無料

Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or roguelike deckbuilder.

日本語の概要は準備中です。原文の説明を表示しています。

gamedev-skills/awesome-gamedev-agent-skills1,4652026年10月9日 更新

Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching dialogue, conversation tree, choices, Ink (.ink), Yarn Spinner (.yarn), or NPC dialogue.

日本語の概要は準備中です。原文の説明を表示しています。

gamedev-skills/awesome-gamedev-agent-skills1,4652026年10月9日 更新

gamedev-skills のスキルをすべて見る

このスキルの問題を報告する