| name | godot-image-generator |
| description | Generate and edit 2D image assets for Godot games using Google's Gemini image API. Use for concept sheets, image-to-3D inputs, texture references, sky/background plates, decals, logos, icons, GUI art, title/menu art, thumbnails, marketing stills, and source images that feed godot-3d-generator. Also use for direct image editing when the user provides an image path. |
Godot Image Generator
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 import settings and material/UI APIs rather than relying on memory.
Purpose
Create game-useful 2D assets and references for Godot projects. This skill is the image-generation layer for the Godot game system: it produces concepts, textures, decals, UI art, and 2D inputs that can be handed to godot-3d-generator for image-to-3D model creation.
Provider: Google's Gemini image API.
When To Use
Use this skill before procedural-only fallback when a Godot game needs:
- 2D-to-3D reference images for
godot-3d-generator: characters, creatures, buildings, ships, cars, weapons, props, pickups, terrain modules.
- Texture and material references: terrain, road, rock, sand, metal, sci-fi panels, trim sheets, decals, hazard labels, signs.
- Environment images: skies, backdrops, city horizons, nebula plates, menu backgrounds, parallax layers.
- UI art: logos, faction marks, icons, item cards, ability badges, cockpit decals, GUI panels, title art.
- Existing-image edits, style variants, cleanup, palette alignment, or concept sheet refinements.
For premium/AAA/showcase graphics work, generate at least one relevant image for high-value 2D surfaces or image-to-3D inputs unless the credential probe or a real generation attempt shows a blocker.
API Key
Never store API keys in skill files or game code. The script checks:
--api-key
GEMINI_API_KEY
Before declaring the key unavailable in a godot-game-director or godot-aaa-graphics-builder workflow, run the director credential probe and paste its literal SET/MISSING output:
bash ~/.codex/skills/godot-game-director/scripts/probe_asset_credentials.sh
For Claude installs:
bash ~/.claude/skills/godot-game-director/scripts/probe_asset_credentials.sh
If the probe says GEMINI_API_KEY=SET but the script sees no key, run through a shell that sources the user's profile:
zsh -c 'source "$HOME/.zprofile" 2>/dev/null; source "$HOME/.zshrc" 2>/dev/null; uv run ~/.codex/skills/godot-image-generator/scripts/generate_image.py --prompt "..." --filename assets/concepts/example.png'
Tool Script
Run from the user's current project directory so output lands in the Godot project (Godot reads these as res://assets/...):
uv run ~/.codex/skills/godot-image-generator/scripts/generate_image.py --prompt "your image description" --filename assets/concepts/output.png --resolution 2K
Claude install path:
uv run ~/.claude/skills/godot-image-generator/scripts/generate_image.py --prompt "your image description" --filename assets/concepts/output.png --resolution 2K
Edit an existing image:
uv run ~/.codex/skills/godot-image-generator/scripts/generate_image.py \
--input-image assets/concepts/ship.png \
--prompt "turn this into a battle-worn red racing livery with clearer material zones" \
--filename assets/concepts/ship-red-livery.png \
--resolution 2K
Resolution mapping:
1K: quick concepts, icons, draft sheets.
2K: default production reference for image-to-3D, textures, backgrounds, UI panels.
4K: hero splash/title art, high-detail texture references, large sky/background plates.
Prompt Patterns
Image-to-3D reference:
Create a clean 3D-generation reference image of [asset]. Centered single object, full object visible, plain light background, readable silhouette, clear material zones, game-ready [genre/style], no motion blur, no cropped parts, no text.
Riggable character/creature reference:
Create a full-body [T-pose/A-pose/side-view creature] reference for 3D rigging: [details]. Symmetric stance, visible hands/feet/limbs, plain background, readable costume/anatomy layers, no weapon fused to hands.
Texture/material reference:
Create a seamless game texture reference for [surface]. Orthographic/top-down, PBR-friendly albedo, clear material variation, no perspective, no baked strong shadows, [style/material details].
Logo/icon/UI art:
Create a crisp game UI [logo/icon/badge/panel] for [faction/item/ability]. Transparent-friendly silhouette, high contrast at small size, [genre styling], no tiny unreadable text.
Sky/background:
Create a wide game background plate of [environment]. Layered depth, readable horizon, [time/weather/style], suitable behind a real-time Godot scene, no foreground subject.
Godot Integration Rules
- Save concepts and image-to-3D sources under
assets/concepts/ (Godot: res://assets/concepts/).
- Save textures, decals, icons, and GUI source images under
assets/textures/, assets/decals/, or assets/ui/ (Godot: res://assets/textures/, res://assets/ui/).
- Configure texture import in the Import dock: VRAM compression and mipmaps for 3D-world textures; keep PNG alpha (Lossless, no VRAM compression) for UI art so edges stay crisp; prefer WebP/KTX2 for large opaque textures the pipeline supports.
- Use images as material inputs on
StandardMaterial3D / ORMMaterial3D: albedo, emission, and normal map slots; for UI, drive TextureRect/Control nodes under a CanvasLayer.
- For image-to-3D, hand the saved image path to
godot-3d-generator and record the chain in the external asset ledger.
- Do not call the image API from runtime game code (GDScript); generate offline and import the resulting files.
- Verify how the image appears in the running viewport, not only that the file exists — load it onto the target material/
TextureRect and look in-engine.
Required Report
Report:
- Credential probe output or command blocker.
- Prompt and purpose.
- Output path.
- Resolution.
- Whether the image was used directly, edited further, or handed to
godot-3d-generator.
- Any remaining integration work such as texture import settings, VRAM compression, UV assignment, alpha cleanup, or atlas packing.
Do not mark a premium graphics phase complete if the needed image outputs are missing and the only justification is "procedural is enough" for high-value UI, texture, sky, decal, logo, or image-to-3D surfaces.