| name | gredice-game-model-design |
| description | Use for designing or restyling original Gredice garden 3D models, Blender source assets, low-poly/isometric game props, and style direction before runtime entity registration. |
Gredice Game Model Design
Overview
Use this skill when the task is about the look, proportions, materials, or
source modeling of garden game assets. For registering a finished model as a
purchasable in-game entity, use gredice-game-entity-creation after the model
design is ready.
Reference Safety
- Use public screenshots, storefront media, press materials, or first-party
references for visual direction.
- Do not extract, import, trace, or reproduce assets from other games.
- Treat reference games such as Garden Galaxy as broad style inspiration only:
low-poly cozy dioramas, isometric readability, chunky primitive shapes, and
warm lighting accents. Make the final model a Gredice-specific object with a
distinct silhouette, theme, and details.
- Keep downloaded reference images outside the repo unless the user explicitly
asks for committed reference material and the usage rights are clear.
Gredice Style Direction
- Favor a low-poly, toy-like, orthographic/isometric garden style.
- Build props from simple, readable primitives: bevelled boxes, cylinders,
cones, wedges, rounded pots, chunky boards, and layered foliage.
- Use soft bevels and broad shapes instead of fine realistic detail.
- Prefer flat or lightly shaded materials with high roughness, minimal texture
dependence, and clear albedo colors.
- Keep silhouettes legible from the game camera at small on-screen sizes.
- Use a restrained palette: leafy greens, soil browns, terracotta, warm
limestone/cream, pale water blue, sunflower/gold accents, charcoal tool
details, and small warm emissive glows for candles or lamps.
- Make assets feel Croatian allotment/garden specific when possible: raised
beds, seed trays, crates, labels, stone borders, irrigation pieces, compost,
small tools, market details, and practical farm-garden objects.
Modeling Workflow
- Define the model brief: gameplay role, tile footprint, expected scale,
weather/season behavior, and whether the object is decorative, functional,
plant-related, or terrain-adjacent.
- Collect 3-6 public visual references. Write down the broad traits to borrow
and the concrete details that must differ.
- Create or edit the source Blender file under
assets/game-assets when the
task includes actual asset work. Use one source file per asset.
- Name objects with stable, searchable prefixes such as
<EntityName>_<PartName> and keep material names tied to their visual role.
- Put the origin at the base center unless an existing nearby asset establishes
a different convention. Keep the model aligned to the tile grid and avoid
unintended floating geometry.
- Use separate material roles for special surfaces that runtime code may need
to treat differently, such as water, glass, emissive lights, or snow/rain
overlays.
- Preview the model from the in-game camera angle before export. Check that
proportions, footprint, and silhouette read without zooming in.
- If the asset should enter the game, update
assets/game-assets.json and
continue with gredice-game-entity-creation.
Quality Checklist
- The model is original and not a copy of a reference-game asset.
- The asset reads clearly from the default garden camera.
- Geometry is intentionally simple; repeated details are instanced or kept
lightweight where practical.
- Materials are few, named clearly, and do not depend on high-resolution
textures unless there is a strong reason.
- Edges, bevels, and proportions match nearby Gredice garden assets.
- Any generated GLBs or model registries are produced through the established
asset pipeline, not hand-edited.
Validation
For design-only documentation or skill changes, run git diff --check. For
actual Blender/source asset changes, use the asset generation workflow from
gredice-game-asset-docs and the runtime/entity checks from
gredice-game-entity-creation when the model becomes playable or purchasable.