| name | godot-aaa-graphics-builder |
| description | Upgrade Godot games from basic/prototype visuals to premium AAA-inspired graphics. Combines art-direction critique, procedural model building, mandatory external asset sourcing decisions, godot-3d-generator assets, godot-image-generator concept/texture workflows, scene visual polish, material/texture libraries, world prop kits, VFX, render pipeline, and visual scorecard gates. For premium games with characters, vehicles, ships, weapons, buildings, signature props, skies, textures, decals, logos, icons, or GUI art, load the relevant generator skills before deciding procedural assets are enough. |
Godot AAA Graphics Builder
Godot Reference Links
Targets Godot 4.6.x (latest stable 4.6.3, June 2026). These links use /en/stable/, so they always resolve to the current stable docs — fetch them for up-to-date nodes, classes, and method signatures rather than relying on memory.
Purpose
Own the production graphics pass. Convert basic viewport screenshots into authored, high-density, performance-aware visual experiences.
Use When
Screenshots still look basic, models look primitive, worlds are sparse, UI/world art feels generic, or the user asks for premium, AAA, high-fidelity, showcase, or less-basic graphics.
Required References
These references are required phase-entry gates, not optional reading:
- Load
references/visual-scorecard.md before scoring, judging completion, or making any premium/AAA/showcase claim.
- Load
references/implementation-blueprint.md before changing graphics architecture, materials, VFX, rendering, diagnostics, or broad visual systems.
- Load
references/model-recipes.md before building or upgrading hero/player, obstacle, enemy, pickup, world-kit, material, or prop models.
- Load
references/render-recipes.md before changing lighting, tone mapping, shadows, fog, post-processing, materials, or render composition.
- Load
references/checklists/aaa-game-quality-gate.md and references/checklists/aaa-visual-scorecard.md before declaring a game premium, AAA, showcase, complete, release-ready, or less basic.
- Load the relevant checklist before focused work:
references/checklists/procedural-model-quality.md, references/checklists/material-lighting-quality.md, or references/checklists/performance-safe-visual-detail.md.
- Load
references/prompt-templates.md only when the user asks for reusable prompts, a graphics-pass prompt, or a task template.
For broad "still looks basic", premium, AAA, high-fidelity, showcase, or less-basic graphics work, load all four references as the first action in the phase. Track them in a reference ledger with yes/no, path, and failure reason. Do not mark the graphics phase complete while any required reference is skipped.
External asset sourcing gate:
- For premium/AAA/showcase/high-fidelity/less-basic graphics with a hero/player, character, creature, boss, vehicle, ship, building, weapon, signature prop, complex pickup, or hero environment piece, load
godot-3d-generator before deciding procedural geometry is enough.
- For premium/AAA/showcase/high-fidelity/less-basic graphics with concept needs, texture/material references, decals, logos, faction marks, icons, GUI art, skies, backgrounds, title/menu art, or image-to-3D inputs, load
godot-image-generator before deciding 2D external assets are not needed.
- Run the director credential probe before using
key unavailable as a skip reason and paste the SET/MISSING output.
- Create an asset sourcing ledger for each high-value surface: procedural / godot-image-generator / godot-3d-generator / hybrid, plus outputs or skip reason.
not-needed is valid only after the relevant skill was loaded and the ledger explains why external generation would not improve a non-hero support surface, or why the credential probe or attempted generation shows a real blocker.
- For premium hero surfaces, procedural-only is not an allowed final answer unless there is real blocker evidence. At least one high-value surface must show a 3D generator task ID, downloaded/imported GLB/GLTF/FBX path, image generator output path, or documented hybrid chain.
Workflow
- Capture or inspect active desktop/mobile screenshots.
- Score visuals across art direction, hero/player, obstacles, rewards, world, materials, render, VFX, UI, and performance evidence.
- Add missing graphics architecture: material library, procedural textures/decals, model factories, world prop kit, VFX system, render pipeline, diagnostics.
- Run the credential probe, then fill the external asset sourcing ledger per surface: procedural Godot factory,
godot-image-generator 2D reference/texture, godot-3d-generator 3D generation, or a hybrid.
- Upgrade every weak visible surface, not only one hero object.
- Add lighting/render/material polish after authored forms exist.
- Add event-driven VFX tied to gameplay state.
- Re-score screenshots. Continue until every premium category is at least 2/3 or report exact blockers.
- Verify the Performance singleton diagnostics, desktop/mobile screenshots, stdout/stderr SCRIPT ERROR/ERROR lines, nonblank viewport pixels, imported asset budgets, and playability.
Core Rule
Do not make primitives look AAA by adding glow. First build authored forms, then materials, then lighting, then effects.
Final Response
Report the reference ledger, credential probe output, external asset sourcing ledger, score before/after, production surfaces upgraded, files changed, screenshots/artifacts, Performance singleton diagnostics, imported asset diagnostics when relevant, and remaining blockers. For premium/AAA/showcase claims, include the filled visual scorecard exactly as defined in references/visual-scorecard.md, including average and automatic failures remaining.