Skills gamedev-skills awesome-gamedev-agent-skills Gamedev Agent Skills
create-game-assets
- Use it when:
- You need sprites, tilesets, backgrounds, icons, UI art, textures or 3D asset briefs that look like one game, not a pile of one-off generations.
- It does:
- Records the technical frame and a visual system, approves one hero asset at game scale, produces related assets as families, normalizes them with ordinary tools and imports them.
- You get:
- A filled-in art-direction brief and asset manifest, engine-ready files, contact sheets, and a record of each file's source and license.
- Works with:
- An image-generation skill or tool when one is installed, following it for the actual call; without one, licensed assets or labelled greybox placeholders.
- Needs:
- Python 3.10+ and Pillow for its two bundled QA scripts.
Skill 2 of 27 in the Gamedev Agent Skills bundle, after router and before game-ai.
TL;DR
A discipline skill from a game-development collection that treats image generation as one tool inside a controlled pipeline, never as proof an asset can ship. It first inspects existing art and import settings, then locks the technical frame: view, native size, palette, filtering, frame counts and budgets. It names the visual system in concrete properties, such as shape language, value structure and edge treatment, never a living artist's name. One representative asset is approved against a gameplay background before the rest are made as families that reuse it as a reference, keeping palette, view, proportions and lighting fixed. A prompt template covers role, view, art direction, game-scale read, technical output, locks and exclusions. Outputs are cropped, anchored, sliced and inspected with ordinary tools and two scripts: a report on size, transparency and color count, and a nearest-neighbor contact sheet. Quality gates cover cohesion, gameplay read, technical fit, animation, seams, 3D checks and rights, and nothing counts as production-ready from a prompt result alone. Sound goes to audio-design.
Summarizes the skill at 19d93f9.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill create-game-assets skills.sh pageSource on GitHubAll skills from gamedev-skills/awesome-gamedev-agent-skills
- Total Downloads
- 10,800 on skills.sh, Nov 9, 2026
- Repo stars
- 7,863 gamedev-skills/awesome-gamedev-agent-skills
- First seen
- Aug 8, 2026 on skills.sh
Weekly values
| Week to | Installs |
|---|---|
| Sep 21 | 399 |
| Sep 28 | 474 |
| Oct 5 | 516 |
| Oct 12 | 611 |
| Oct 19 | 863 |
| Oct 26 | 1,778 |
| Nov 2 | 2,200 |
| Nov 9 | 2,023 |
| Category |
Generate and edit video, images and audio. Taste for interfaces that don't look generated: direction, motion and accessibility. Make games: design, genres, game feel and game-jam workflows, whatever the engine. Everything for building software: planning, coding, debugging, design, frameworks, cloud, agents and skills. |
|---|---|
| Type |
A multi-step process the agent follows: interview, debug, run a TDD loop, review. |
| Effect |
Its own steps create or change files, git state or local tools. |
| Needs |
Instructions only. Works in any agent that supports skills. |
| Publisher |
Everyone else. Unverified vendor claims default to community. |
| Topics |
SKILL.md
From gamedev-skills/awesome-gamedev-agent-skills at 19d93f9. Checked daily, last changed Nov 6, 2026.
Frontmatter
name: create-game-assets
description: 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.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
- 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.
- 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.mdas a copyable brief. - 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.
- 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. - 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.
- 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.
- 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.
- 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.
- 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.
- 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
| Need | Default path |
|---|---|
| Existing asset needs a controlled change | Edit the original/reference; state what must remain unchanged |
| New 2D visual family | Approve seed → generate/source family → normalize → preview → import |
| True pixel art | Use generated work as a draft; enforce grid, palette, clusters, and frames with pixel tools |
| Tileable surface or tileset | Produce a small family; repair seams; test repeated 3×3 before approval |
| UI art or icons | Keep text and interaction code-native; prefer SVG/vector for simple geometric symbols |
| 3D model or material | Use concepts as reference; author/clean in a DCC; validate topology, UVs, scale, pivots, and LODs |
| No generation/edit tool is available | Build the brief and manifest; source licensed assets or keep explicit greybox placeholders |
| Audio asset | Route 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. --require-alpha also fails an RGBA file
whose every pixel is opaque, which is how a baked background or fake checkerboard shows up:
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 10–13 (Pillow 13 needs Python 3.11+). 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-uxfor layout, navigation, readability, and accessible interaction.game-feel,shader-programming, andaudio-designfor presentation after the source art fits.- Engine import/rendering skills such as
godot-tilemap,unity-tilemap-2d,pixijs-rendering, andthreejs-gltf-loading.