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Deterministic palette/matrix pixel art (not AI). Use for procedural tile art, color-quantized output, matrix sprites.
agent
typescript-frontend-engineer
user-invocable
false
command
/game-assets
allowed-tools
["Read","Write","Bash","Grep","Glob","Edit"]
routing
{"triggers":["pixel art","tile pattern","palette quantize","matrix sprite","meshy","meshyai","generate 3d model","text to 3d","image to 3d","world labs","gaussian splat","splat environment","game asset","fal ai","fal.ai","generate texture","generate image for game","3d character","game model","rig model","animate model","game environment","sketchfab","poly pizza","poly haven"],"not_for":"AI-generated pixel art, illustration, or character art (use image-gen) — this skill is deterministic palette/matrix generation, not an AI backend; ad-hoc workflow composition (use workflow skill)","pairs_with":["threejs-builder","typescript-frontend-engineer"],"complexity":"Medium","category":"game-development"}
Game Asset Generator Skill
Overview
This skill generates game-ready assets (3D models, Gaussian Splat environments, 2D sprites, images/textures) using AI APIs and free asset sources. It follows a three-phase workflow: DETECT the asset type -> GENERATE via the appropriate API or source -> INTEGRATE into the game. Only the relevant reference is loaded per task -- do not load all references upfront.
Scope: Use for AI-generated 3D models, world environments, pixel art sprites, concept art, textures, and sourcing free pre-built assets. Keep game engine scripting, physics, game loop logic, and shader authoring in threejs-builder after asset generation.
Phase 1: DETECT
Goal: Identify the asset type from the request and load the single corresponding reference.
If the required key is missing, the fallback chain applies -- load references/asset-sources.md alongside the primary reference.
Fallback chain: Meshy API -> Sketchfab search -> Poly Haven -> Poly.pizza -> BoxGeometry placeholder. All sources output GLB into the same path so game loading code does not change.
Gate: Asset type identified, relevant reference loaded. Proceed to Phase 2 only when gate passes.
Phase 2: GENERATE
Goal: Call the API or source to produce the asset. Follow the loaded reference exactly -- it is the authoritative guide for its API.
Core constraints (all asset types):
Download immediately -- Meshy retains assets only 3 days; World Labs SPZ files expire similarly. Never assume a URL will be valid tomorrow.
Output to a stable path -- write assets to public/assets/ or an equivalent game-accessible directory so integration code does not need path changes per asset.
Save the .meta.json sidecar -- every generated asset gets a .meta.json recording the prompt, model, generation timestamp, and asset ID. Required for regeneration and auditing.
Validate the output file -- after download, confirm file size > 0 and extension matches expected type (GLB, SPZ, PNG, etc.) before proceeding.
Per-type generation summary (read the reference for full API details):
3D Model (Meshy): Two-step pipeline -- preview (fast, low quality, confirms prompt works) -> refine (full quality). Auto-rig only for humanoids meeting all criteria: bipedal, textured, clearly defined limbs. Animate rigged models with walk/run/idle presets. Post-process with scripts/optimize-glb.mjs for 80-95% size reduction before integration.
2D Sprite (code-only): Canvas-based generation -- no API call. Load references/pixel-art-sprites.md and generate sprites from the palette and matrix system defined there. Works without any API key.
Image / Texture (fal.ai): Queue-based API -- submit job -> poll for result. Choose model endpoint based on need (GPT Image 1.5 for transparency, Nano Banana 2 for speed). Use #00FF00 chroma-key background when the asset needs transparency extraction.
Gate: Asset file downloaded and validated (size > 0, correct extension). .meta.json saved. Proceed to Phase 3 only when gate passes.
Phase 3: INTEGRATE
Goal: Load the generated asset into the game scene correctly.
Core constraint: Use SkeletonUtils.clone() -- never .clone() -- for animated models. Regular .clone() breaks skeleton bindings and leaves the model in a permanent T-pose. This is the single most common integration failure with rigged GLBs.
Gaussian Splat (World Labs) -- see references/worldlabs.md for the @sparkjsdev/spark SplatMesh integration. The Y-axis flip and raycast direction inversion are required, not optional.
Animation playback:
const mixer = newTHREE.AnimationMixer(model);
const action = mixer.clipAction(gltf.animations[0]); // walk/run/idle from Meshy
action.play();
// In animation loop:
mixer.update(deltaTime);
Gate: Asset visible in scene. No console errors. Animations play if applicable.
No API key available, "free asset", "find model", "download asset", generation failed
asset-sources.md
Existing Assets
references/meshyai.md
meshyai.md
3D model generation request
references/worldlabs.md
worldlabs.md
Environment / Gaussian Splat request
references/fal-ai-image.md
fal-ai-image.md
Image, texture, or concept art request
references/asset-sources.md
asset-sources.md
No API key, fallback chain, or "find free asset"
references/pixel-art-sprites.md
pixel-art-sprites.md
2D sprite or pixel art request
Error Handling
Error: "GLB loads but model is in T-pose"
Cause: Used .clone() instead of SkeletonUtils.clone() on a rigged model.
Solution: Replace gltf.scene.clone() with SkeletonUtils.clone(gltf.scene). Import from three/addons/utils/SkeletonUtils.js.
Error: "Meshy task stuck in PENDING"
Cause: API key invalid, quota exceeded, or Meshy service issue.
Solution:
Verify MESHY_API_KEY is set in ~/.env and the value is current
Check quota at app.meshy.ai
If quota exhausted, fall through to references/asset-sources.md fallback chain
Use status mode: node scripts/meshy-generate.mjs status <task_id>
Error: "Downloaded GLB is 0 bytes or corrupt"
Cause: URL expired (Meshy 3-day limit) or network error during download.
Solution: Regenerate -- do not attempt to repair a corrupt GLB. Resubmit using the prompt saved in .meta.json.
Error: "Gaussian Splat renders but objects fall through floor"
Cause: Raycast direction inverted after Y-axis flip on the SplatMesh.
Solution: Load references/worldlabs.md -- the fix is in the raycast inversion section.
Error: "fal.ai request returns 401"
Cause: FAL_KEY missing or incorrectly formatted. fal.ai uses Key $FAL_KEY format (not Bearer).
Solution: Confirm FAL_KEY is in ~/.env. Authorization header must be Key <your-key> -- not Bearer <your-key>.
Error: "gltf-transform command not found"
Cause: @gltf-transform/cli not installed globally.
Solution: npm install -g @gltf-transform/cli
References
Reference
When to load
Content
references/meshyai.md
3D model generation request
Meshy API: text-to-3D, image-to-3D, rig, animate, status polling, optimize-glb
references/worldlabs.md
Environment / Gaussian Splat request
World Labs Marble API: SPZ generation, SplatMesh renderer, Y-flip gotcha
references/fal-ai-image.md
Image, texture, or concept art request
fal.ai: 8 model endpoints, queue API, cost tracking, chroma-key
references/asset-sources.md
No API key, fallback chain, or "find free asset"
Sketchfab, Poly Haven, Poly.pizza search and download workflows
references/pixel-art-sprites.md
2D sprite or pixel art request
Canvas sprite matrices, palette system, animation frames (no API needed)