Build Game Audio Feedback
nirholas/three.ws
Design or implement responsive audio feedback for a Three.js or web game.
A skill your agent uses to turn generated, captured, scanned, or modeled 3D output into production-ready standalone assets for DCC, real-time engine, web, or interchange delivery.
$ npx skills add calesthio/generative-media-skills --skill 3d-asset-production -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install calesthio/generative-media-skills 3d-asset-production --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/calesthio/generative-media-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/production/3d-craft/3d-asset-production .claude/skills/3d-asset-production && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "3d-asset-production" agent skill from https://github.com/calesthio/generative-media-skills/tree/main/skills/production/3d-craft/3d-asset-production into .claude/skills/3d-asset-production/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-asset-production", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/calesthio/generative-media-skills/tree/main/skills/production/3d-craft/3d-asset-productionType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add calesthio/generative-media-skills --skill 3d-asset-production -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install calesthio/generative-media-skills 3d-asset-production --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/calesthio/generative-media-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/production/3d-craft/3d-asset-production .agents/skills/3d-asset-production && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "3d-asset-production" agent skill from https://github.com/calesthio/generative-media-skills/tree/main/skills/production/3d-craft/3d-asset-production into .agents/skills/3d-asset-production/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-asset-production", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add calesthio/generative-media-skills --skill 3d-asset-production -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install calesthio/generative-media-skills 3d-asset-production --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/calesthio/generative-media-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/production/3d-craft/3d-asset-production .cursor/skills/3d-asset-production && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "3d-asset-production" agent skill from https://github.com/calesthio/generative-media-skills/tree/main/skills/production/3d-craft/3d-asset-production into .cursor/skills/3d-asset-production/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-asset-production", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/calesthio/generative-media-skills.git --path skills/production/3d-craft/3d-asset-production--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add calesthio/generative-media-skills --skill 3d-asset-production -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install calesthio/generative-media-skills 3d-asset-production --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/calesthio/generative-media-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/production/3d-craft/3d-asset-production .gemini/skills/3d-asset-production && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "3d-asset-production" agent skill from https://github.com/calesthio/generative-media-skills/tree/main/skills/production/3d-craft/3d-asset-production into .gemini/skills/3d-asset-production/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-asset-production", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install calesthio/generative-media-skills 3d-asset-productionInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add calesthio/generative-media-skills --skill 3d-asset-production -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/calesthio/generative-media-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/production/3d-craft/3d-asset-production .github/skills/3d-asset-production && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "3d-asset-production" agent skill from https://github.com/calesthio/generative-media-skills/tree/main/skills/production/3d-craft/3d-asset-production into .github/skills/3d-asset-production/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-asset-production", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add calesthio/generative-media-skills --skill 3d-asset-production -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install calesthio/generative-media-skills 3d-asset-production --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/calesthio/generative-media-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/production/3d-craft/3d-asset-production .opencode/skills/3d-asset-production && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "3d-asset-production" agent skill from https://github.com/calesthio/generative-media-skills/tree/main/skills/production/3d-craft/3d-asset-production into .opencode/skills/3d-asset-production/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-asset-production", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
3d-asset-productionA skill your agent uses to turn generated, captured, scanned, or modeled 3D output into production-ready standalone assets for DCC, real-time engine, web, or interchange delivery.
3D Asset Production is an agent skill from calesthio/generative-media-skills. Use this skill to turn generated, captured, scanned, or modeled 3D output into production-ready standalone assets for DCC, real-time engine, web, or interchange delivery. It covers requirements, topology repair, scale and axes, UVs, PBR baking, LODs, static and skeletal readiness, rig handoff, optimization, glTF/USD/FBX delivery, validation, QA, and rights/provenance. Do not use it for provider-specific generation prompts, full scene/world building, mocap operation, or exact CAD/manufacturing work.
Its SKILL.md is about 9.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including scripts (for example `EVAL.md`, `scripts/inspect_gltf.py` and `tests/test_inspect_gltf.py`).
It sits in Game Development, covering Game assets and audio, Accessibility and 3D graphics and WebGL. The repository describes itself as: Research-backed agent skills and tools for premium image, video, audio, voice, and generative media production across AI coding assistants. The licence is MIT.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 8c85352. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 1 file in scripts/ (Python), which the agent can run.
Shell commands in SKILL.md call:
pythonFrom the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
github.comdev.epicgames.comdocs.unity3d.comregistry.khronos.orgopenusd.orgFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
3D Asset Production loads about 9.7k tokens when it runs. Until then it costs about 131 tokens; SKILL.md has 4,998 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.
The full file from calesthio/generative-media-skills at commit 8c85352, republished under its MIT licence (© calesthio). 4,998 words, ~9,690 tokens.
.claude/skills/3d-asset-production/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.This skill is for finishing an asset so another artist, engine, viewer, marketplace, configurator, game, AR app, or renderer can actually use it. The input may be generated mesh output, photogrammetry, NeRF/GSplat-derived mesh, scan cleanup, sculpt, CAD-derived polygon export, hand-modeled geometry, or a kitbashed draft. The output is a documented, validated asset package with predictable geometry, scale, materials, texture maps, LODs when needed, and provenance.
Use it when the user asks for asset prep, retopology, cleanup, optimization, baking, UVs, PBR textures, LODs, rig handoff, static mesh delivery, skeletal mesh readiness, game-ready assets, web-ready assets, GLB/glTF/USD/FBX export, DCC-to-engine delivery, or QA of a 3D model.
Do not use it for:
Before touching topology, define the asset's consumer. A beautiful mesh is still a failed delivery if the receiving engine cannot load its textures, its unit scale is wrong, or the rigging team cannot bind it.
Ask for or infer these requirements:
.glb/.gltf, .usd/.usda/.usdc/.usdz, .fbx, texture archive, preview renders, validation report.Treat unknown target requirements as a risk, not as permission to guess. If the user cannot specify budgets, create a defensible baseline and label it as a proposed budget.
This skill uses three kinds of claims:
JOINTS_n and WEIGHTS_n attributes; one joint/weight set gives up to four influences per vertex, and JOINTS_n and WEIGHTS_n sets must match. Source: Khronos glTF 2.0 specification, verified 2026-07-11.matrix; animations target translation, rotation, scale, or morph target weights. Source: Khronos glTF 2.0 specification, verified 2026-07-11.Classify the source before deciding the repair path.
Common traits: uneven tessellation, fused parts, non-manifold pockets, noisy normals, arbitrary scale, missing UV intent, baked colors instead of material logic, plausible silhouette with weak mechanical construction.
Best path:
Common traits: high density, holes, scan shadows, texture-lighting baked into albedo, fragile thin surfaces, scale drift, scan table/floor debris.
Best path:
Common traits: cleaner intent, possible unapplied transforms/modifiers, hidden high-poly details, overlapping UV shells, unsupported procedural materials.
Best path:
Common traits: exact design intent but unsuitable tessellation, many parts/material IDs, tiny bevels, n-gon/trim conversion artifacts, real-world units.
Best path:
The goal is not a theoretically perfect mesh; it is a mesh whose topology supports the intended rendering, deformation, collision, LOD, and editing tasks.
Minimum repair checklist:
Retopology decision:
Topology QA:
Scale errors are expensive because they propagate into physics, animation, camera framing, lighting, AR placement, and UI fit.
Set and document:
For glTF delivery, remember the documented coordinate and unit contract: right-handed, +Y up, +Z forward, meters. If the authoring DCC or engine uses a different convention, explicitly test the exporter/importer conversion.
UVs are a delivery system for texture resolution, seams, baking, and material reuse.
Choose UV layout by asset role:
UV QA:
Build material output from the target shading model, not from whatever the source happened to contain.
Common PBR map set:
Baking sequence:
glTF-specific material delivery:
metallicRoughnessTexture.Material QA:
LOD work is not only triangle reduction. It is controlled visual loss with stable material, tangent, skinning, and collision behavior.
LOD planning:
Optimization order for real-time meshes often follows this logic:
Heuristic budgets depend heavily on camera distance, platform, shader cost, and project style. If the user has no budget, propose ranges rather than universal counts:
Use analyzers and target profiling when available. meshoptimizer's analyzers can estimate vertex cache, vertex fetch, and overdraw behavior, but its own documentation notes that precise performance must be measured on target GPU.
A static mesh package should be ready to place, instance, collide, light, and render.
Static readiness checklist:
This skill prepares assets for rigging or import; it does not replace a rigger.
Skeletal readiness checklist:
For glTF skinning, check that JOINTS_n and WEIGHTS_n sets are paired, joint indices are valid, and weight sums are valid for the chosen component type. For Unity, decide None/Generic/Humanoid and root node behavior. For Unreal, validate FBX skeletal import, Skeleton asset creation, morph target import if needed, and animation compatibility.
Rig handoff package:
Pick formats by what must survive, not by popularity.
Use when the asset is meant for runtime delivery, web, AR preview, lightweight exchange, or broad viewer compatibility. Prefer .glb for single-file handoff and .gltf with external resources when texture/buffer separation helps asset management.
Strengths:
Risks:
Use when the asset belongs in a composed DCC/film/VFX pipeline, needs references, variants, layers, payloads, primvars, material networks, or AR platform packaging via USDZ.
Strengths:
Risks:
Use when the target DCC/engine pipeline expects FBX for static meshes, skeletal meshes, animation clips, morph targets, or legacy interoperability, especially Unity and Unreal workflows.
Strengths:
Risks:
Use when the user needs future edits. Include .blend, .ma/.mb, .max, .hip, .c4d, .spp, .ztl, or project-native files only when licensing and recipient tooling permit.
Strengths:
Risks:
For a production-ready standalone asset, deliver a package like:
source/: editable source file(s), high-poly source, bake cages, sculpt or scan reference if permitted.export/: final .glb, .gltf, .usd/.usdz, .fbx, or target-specific import files.textures/: final maps with clear names, resolution, color space, and channel packing.previews/: neutral renders, wireframe, UV checker, engine/viewer screenshots.docs/: readme, dimensions, budgets, coordinate conventions, export/import settings, rights/provenance, known limitations.If the user explicitly requests only two files or a single final asset, still preserve the same information inside a readme section, asset metadata, or response summary as appropriate.
Validation has three layers: structural, visual, and production-use.
Structural validation:
python scripts/inspect_gltf.py path/to/asset.gltf or python scripts/inspect_gltf.py path/to/asset.glb. It emits stable JSON and exits 0 when no preflight errors are found, 2 for validation findings, and 3 for operational read/parse/container failures.usdview or the target USD consumer; prim paths, variants, references, payloads, and material bindings resolve.The bundled scripts/inspect_gltf.py helper is a bounded preflight, not a conformance validator. Use it to safely read .gltf JSON or the JSON chunk of a GLB v2 container; check GLB header, declared length, chunk order, chunk truncation, JSON chunk parsing, and the first BIN chunk relationship; inventory scenes, nodes, meshes, primitives, materials, textures, images, animations, skins, cameras, accessors, buffers, bufferViews, and samplers; reject absolute, traversal, outside-root, scheme/query/fragment, and missing local external buffer/image URIs; record and size-check data URIs; and catch common index-reference mistakes across default scenes, scene nodes, node mesh/skin/camera/children, mesh primitive accessors/materials/morph targets, material texture infos, textures/images/samplers, buffers/bufferViews/accessors, skins, and animation samplers/channels.
Always follow a clean preflight with Khronos glTF Validator for full glTF correctness, binary accessor data, image content, sparse accessors, extension behavior, NaN/Infinity and numeric constraints, and complete schema coverage. Then import the asset into the receiving DCC, engine, or viewer for visual/material/animation QA. A clean preflight only says the package is structurally plausible and its local dependencies are safe to read.
Visual validation:
Production-use validation:
Common disqualifying failures:
Every asset needs a production provenance record.
Record:
Do not remove copyright notices, creator metadata, or license files just to make the package cleaner. If provenance is incomplete, label the asset as not cleared for distribution.
This is an example, not a required formula.
Production intent: Convert a generated modern lounge chair mesh into a web product configurator asset.
Inputs and constraints:
Workflow:
Expected result:
Likely failure modes:
Meaningful variations:
This is an example, not a required formula.
Production intent: Convert a photogrammetry statue scan into a static Unreal and Unity prop.
Inputs and constraints:
Workflow:
Expected result:
Likely failure modes:
Meaningful variations:
This is an example, not a required formula.
Production intent: Prepare a generated jacket mesh for rigging onto an existing humanoid character.
Inputs and constraints:
Workflow:
jacket_body, zipper_teeth, button_L/R, mat_jacket_fabric, etc.Expected result:
Likely failure modes:
Meaningful variations:
Sources verified on 2026-07-11 unless otherwise noted.
© calesthio, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 3 other files (scripts) in skills/production/3d-craft/3d-asset-production of calesthio/generative-media-skills.
Open the folder on GitHubat commit 8c85352
3D Asset Production next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| 3D Asset Production this skillcalesthio/generative-media-skills | 197 | — | ~9.7k | Automated safety check: Pass | MIT | |
| Build Game Audio Feedbacknirholas/three.ws | 229 | 1 repos | ~277 | Automated safety check: Pass | Apache-2.0 | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs 3D Generatorvalkor-ai/loom | 1.2k | 1 repos | ~2.6k | Automated safety check: Pass | Apache-2.0 | |
| Asset Pipelinerehan-remade/universal-modder | 6.5k | — | ~2k | Automated safety check: Pass | MIT | |
| Blender Image To 3Dmajidmanzarpour/blender-game-skills | 135 | — | ~5.7k | Automated safety check: Pass | MIT |
nirholas/three.ws
Design or implement responsive audio feedback for a Three.js or web game.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
majidmanzarpour/blender-game-skills
Build a game-ready 3D asset in Blender from reference images (concept art, photos, turnarounds, sketches, screenshots) for any category, including characters, creatures, architecture, vehicles…
LaurentiuGabriel/unreal-game-assets-creation-skill
Generate a game-ready 3D asset by running the local AI pipeline sequentially: Fooocus (SDXL text-to-image) - Hunyuan3D-2 (image-to-textured-GLB) - optional Blender FBX convert + Unreal import.
calesthio/generative-media-skills
Provider-independent audio mixing and mastering direction for AI agents finishing generated videos, ads, trailers, explainers, podcasts, recuts, avatar clips, music videos, documentaries, and social…
calesthio/generative-media-skills
Provider-independent captions and media accessibility direction for AI agents producing or finishing generated videos, ads, social clips, explainers, avatar videos, documentaries, podcasts/video…
calesthio/generative-media-skills
Provider-independent production workflow for agents assembling, auditing, executing, and handing off ComfyUI node-graph workflows for image, video, upscale, inpaint, conditioning, and batch media…
calesthio/generative-media-skills
Provider-independent FFmpeg finishing workflow for AI agents preparing generated or edited media deliverables.
calesthio/generative-media-skills
Provider-independent quality assurance for AI-generated and AI-assisted media.
calesthio/generative-media-skills
Provider-independent production workflow for AI agents assembling generated or source media into HyperFrames HTML/CSS/JS videos.
Categories
A skill your agent uses to turn generated, captured, scanned, or modeled 3D output into production-ready standalone assets for DCC, real-time engine, web, or interchange delivery. 3D Asset Production is an agent skill from calesthio/generative-media-skills. Use this skill to turn generated, captured, scanned, or modeled 3D output into production-ready standalone assets for DCC, real-time engine, web, or interchange delivery.
3D Asset Production fits situations like: modeled 3D output into production-ready standalone assets for DCC; real-time engine; interchange delivery; provider-specific generation prompts.
Run `npx skills add calesthio/generative-media-skills --skill 3d-asset-production -a claude-code`. Or copy the skill folder (skills/production/3d-craft/3d-asset-production in calesthio/generative-media-skills) into .claude/skills/3d-asset-production in your project. Claude Code loads it when a task matches its description.
Run `npx skills add calesthio/generative-media-skills --skill 3d-asset-production -a codex`. Or copy the skill folder (skills/production/3d-craft/3d-asset-production in calesthio/generative-media-skills) into .agents/skills/3d-asset-production in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add calesthio/generative-media-skills --skill 3d-asset-production -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3d-asset-production, .gemini/skills/3d-asset-production, .github/skills/3d-asset-production and .opencode/skills/3d-asset-production in your project.
Going by SKILL.md and its folder, 3D Asset Production needs Python for the scripts in its folder and the command-line tools its instructions call (python). Our summary lists: Python 3.
SKILL.md names 5 domains. As links in the text: github.com, dev.epicgames.com, docs.unity3d.com, registry.khronos.org and openusd.org. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
3D Asset Production is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 9.7k tokens (SKILL.md is roughly 39k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with 3D Asset Production: Build Game Audio Feedback (nirholas/three.ws, 229 stars), Game Asset Generator (htdt/godogen, 7.1k stars), Threejs 3D Generator (valkor-ai/loom, 1.2k stars) and Asset Pipeline (rehan-remade/universal-modder, 6.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
calesthio (a GitHub user) maintains it in calesthio/generative-media-skills, which has 197 GitHub stars. The repository holds 26 skills in this directory. The repository was last updated on July 14, 2026.
Source: calesthio/generative-media-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.