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game-asset-generator
Deterministic palette/matrix pixel art (not AI). Use for procedural tile art, color-quantized output, matrix sprites.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Deterministic palette/matrix pixel art (not AI). Use for procedural tile art, color-quantized output, matrix sprites.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
Planning lifecycle: specs, requirements, pre-plan ambiguity resolution, file-backed plans, plan validation, pause/resume, session handoff.
Fresh-subagent-per-task execution with two-stage review gates.
Comprehensive 3-wave review of all repo source files, producing a prioritized issue backlog.
Business operations: strategy, technology, growth, competitive intelligence, support, finance, HR, legal, operations, sales, productivity, product management.
Customer support workflows — ticket triage, response drafting, knowledge base articles, escalation handling, customer research. Use when triaging support tickets, drafting customer responses, creating KB articles, managing escalations, or researching customer context.
Finance and accounting: journal entries, reconciliation, variance analysis, financial statements, audit support, month-end close, SOX testing.
| name | game-asset-generator |
| promoted_to | game-pipeline |
| description | 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"} |
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.
Goal: Identify the asset type from the request and load the single corresponding reference.
Step 1: Classify the request
| Signal in request | Asset Type | Reference to load |
|---|---|---|
| "3D model", "character model", "generate model", GLB, mesh, rig, animate, humanoid | 3D Model | references/meshyai.md |
| "environment", "world", "scene background", "gaussian splat", "splat", volumetric | Environment | references/worldlabs.md |
| "sprite", "pixel art", "2D character", "tile", "tileset", canvas sprite | 2D Sprite | references/pixel-art-sprites.md |
| "image", "texture", "concept art", "icon", "generate image", chroma key | Image / Texture | references/fal-ai-image.md |
| No API key available, "free asset", "find model", "download asset", generation failed | Existing Assets | references/asset-sources.md |
If the request is ambiguous between 3D Model and Image, ask: "Do you need a 3D mesh (GLB file for a Three.js scene) or a 2D image/texture?"
Step 2: Check API key availability
Before calling any paid API, verify the required key exists:
grep -E "MESHY_API_KEY|WLT_API_KEY|FAL_KEY" ~/.env 2>/dev/null
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.
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):
public/assets/ or an equivalent game-accessible directory so integration code does not need path changes per asset..meta.json recording the prompt, model, generation timestamp, and asset ID. Required for regeneration and auditing.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.
Environment (World Labs): Upload reference image (preferred over text-only) -> poll 3-8 minutes -> download SPZ + GLB collider + panorama JPG. Y-axis flip (rotation.x = Math.PI) required after loading into Three.js scene.
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.
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.
import { SkeletonUtils } from 'three/addons/utils/SkeletonUtils.js';
// Load once, clone for each instance
loader.load('/assets/character.glb', (gltf) => {
const instance = SkeletonUtils.clone(gltf.scene);
scene.add(instance);
});
GLB loading (Three.js):
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.6/');
const loader = new GLTFLoader();
loader.setDRACOLoader(dracoLoader); // Required for Draco-compressed GLBs from Meshy optimizer
loader.load('/assets/model.glb', (gltf) => {
const model = gltf.scene;
const box = new THREE.Box3().setFromObject(model);
const center = box.getCenter(new THREE.Vector3());
model.position.sub(center);
scene.add(model);
});
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 = new THREE.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.
| Signal | Load These Files | Why |
|---|---|---|
| "3D model", "character model", "generate model", GLB, mesh, rig, animate, humanoid | meshyai.md | 3D Model |
| "environment", "world", "scene background", "gaussian splat", "splat", volumetric | worldlabs.md | Environment |
| "sprite", "pixel art", "2D character", "tile", "tileset", canvas sprite | pixel-art-sprites.md | 2D Sprite |
| "image", "texture", "concept art", "icon", "generate image", chroma key | fal-ai-image.md | Image / Texture |
| 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 |
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.
Cause: API key invalid, quota exceeded, or Meshy service issue. Solution:
MESHY_API_KEY is set in ~/.env and the value is currentreferences/asset-sources.md fallback chainnode scripts/meshy-generate.mjs status <task_id>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.
Cause: Raycast direction inverted after Y-axis flip on the SplatMesh.
Solution: Load references/worldlabs.md -- the fix is in the raycast inversion section.
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>.
Cause: @gltf-transform/cli not installed globally.
Solution: npm install -g @gltf-transform/cli
| 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) |