Plan, generate, source, normalize, and validate cohesive visual game assets.

Apache-2.0Auto-check passedGame Development

Install Create Game Assets

skills CLI
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill create-game-assets -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills create-game-assets --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/disciplines/create-game-assets .claude/skills/create-game-assets && rm -rf skills-src

Use ~/.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/

Facts

Skill name
create-game-assets
GitHub stars
1.4k
Token cost
~2k tokens
SKILL.md length
884 words
Files
11 (incl. scripts, references, assets)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

Plan, generate, source, normalize, and validate cohesive visual game assets.

  • Works in 10 steps: Inspect before inventing. Find existing… → Lock the technical frame. Record engine,… → Name the visual system. Define shape… → …
  • 3D asset briefs
  • SKILL.md covers Core workflow, Choose the production path, Image-generation handoff and Raster QA recipes, plus 3 more sections
  • Runs Python scripts from its folder; calls python

What it does

Create Game Assets is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 14 other files, including scripts, reference files and assets (for example `agents/openai.yaml`, `assets/art-direction-brief.md` and `assets/asset-manifest.json`).

It sits in Game Development, covering Game assets and audio and Sprites and pixel art. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.

When your agent uses it

  • 3D asset briefs
  • Tasks that involve Game assets and audio
  • Tasks that involve Sprites and pixel art

Example prompts

  • “/create-game-assets”

Requirements

  • Python 3

Workflow steps

10 steps, taken from the first numbered list in SKILL.md.

  1. Inspect before inventing. Find existing screenshots, concept art, sprites, models, fonts,
  2. Lock the technical frame. Record engine, 2D/3D, camera/view, native display size, asset
  3. Name the visual system. Define shape language, silhouette priorities, value structure,
  4. Make an asset manifest. Copy assets/asset-manifest.json, then list every required asset,
  5. Approve one visual target. Create or select a representative hero asset or small style
  6. Produce related assets as families. Reuse the approved target as an edit/reference input.
  7. Normalize deterministically. Crop, size, anchor, slice, name, compress, and check alpha with
  8. Import with engine-native settings. Set filtering, mipmaps, pixels-per-unit/world scale,
  9. Validate in context. Inspect a contact sheet and the actual game at native resolution.
  10. Record provenance. Keep the source URL/tool, license or generation note, edit history, and

What it can do on your machine

Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Ships 3 files in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • python

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Create Game Assets loads about 2k tokens when it runs, and up to ~5.3k if it reads all its reference files. Until then it costs about 56 tokens; SKILL.md has 884 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~56
When it runs · the whole SKILL.md, loaded when a task matches
~2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.3k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 884 words, ~1,992 tokens.

Download SKILL.mdSave it as .claude/skills/create-game-assets/SKILL.md (or your agent's skills folder). This skill also uses 10 other files; get the full folder from GitHub.
name
create-game-assets
description
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.

Create Game Assets

Turn a game's visual intent into a consistent, engine-ready asset set. Treat image generation as one production tool inside a controlled pipeline, never as proof that an asset is shippable.

Core workflow

  1. Inspect before inventing. Find existing screenshots, concept art, sprites, models, fonts, import settings, camera framing, target resolution, and naming conventions. Preserve a coherent existing direction unless the user asks for a redesign.
  2. Lock the technical frame. Record engine, 2D/3D, camera/view, native display size, asset dimensions, world scale, transparency, palette, filtering, animation frames, texture budget, and target platforms. Use assets/art-direction-brief.md as a copyable brief.
  3. Name the visual system. Define shape language, silhouette priorities, value structure, palette roles, materials, lighting, detail density, edge treatment, and motion character. Use concrete visual properties; do not substitute a living artist's name for an art direction.
  4. Make an asset manifest. Copy assets/asset-manifest.json, then list every required asset, state, variant, size, pivot, collision role, source, license, and approval status. Separate production assets from disposable greybox placeholders.
  5. Approve one visual target. Create or select a representative hero asset or small style board before producing a full set. Judge it at actual game scale and against a gameplay background. If the user delegated the choice, pick the strongest viable direction and record the decision instead of blocking.
  6. Produce related assets as families. Reuse the approved target as an edit/reference input. Keep palette, view, proportions, lighting, outline, and texture density invariant. Generate small coherent batches; avoid unrelated one-off prompts that drift.
  7. Normalize deterministically. Crop, size, anchor, slice, name, compress, and check alpha with ordinary image/DCC tools. Never trust generated grids, transparency, seams, pivots, topology, or dimensions without inspection. Use the bundled scripts for raster QA and contact sheets.
  8. Import with engine-native settings. Set filtering, mipmaps, pixels-per-unit/world scale, color space, compression, sprite slicing, texture types, materials, and collision deliberately. Read the relevant engine skill before editing engine files.
  9. Validate in context. Inspect a contact sheet and the actual game at native resolution. Check silhouette, scale, animation stability, seams, legibility, palette, collision fit, memory, and compression artifacts. Iterate on the source asset, not only on runtime compensations.
  10. Record provenance. Keep the source URL/tool, license or generation note, edit history, and restrictions beside the manifest. Preserve embedded provenance metadata when the pipeline can.

Choose the production path

NeedDefault path
Existing asset needs a controlled changeEdit the original/reference; state what must remain unchanged
New 2D visual familyApprove seed → generate/source family → normalize → preview → import
True pixel artUse generated work as a draft; enforce grid, palette, clusters, and frames with pixel tools
Tileable surface or tilesetProduce a small family; repair seams; test repeated 3×3 before approval
UI art or iconsKeep text and interaction code-native; prefer SVG/vector for simple geometric symbols
3D model or materialUse concepts as reference; author/clean in a DCC; validate topology, UVs, scale, pivots, and LODs
No generation/edit tool is availableBuild the brief and manifest; source licensed assets or keep explicit greybox placeholders
Audio assetRoute sound implementation and mixing to audio-design; still track source/license in the manifest
Show full SKILL.md (367 more words)Show less

Image-generation handoff

When a capable image generation or editing tool is installed, use it for live visual creation. If the workspace exposes an imagegen skill, read and follow it for the actual generation/edit call; this skill owns the game-art brief, constraints, normalization, and acceptance gates.

Build prompts from these blocks:

text
ROLE/PURPOSE: production asset for [gameplay role]
SUBJECT: [specific object/character and action]
VIEW: [orthographic/top-down/side/three-quarter], [camera and facing]
ART DIRECTION: [shape language], [palette roles], [materials], [edge treatment]
GAME-SCALE READ: [silhouette and focal details that must survive at WxH]
TECHNICAL OUTPUT: [dimensions/aspect], [transparent or scene background], [frame/slot count]
LOCKS: preserve [identity, proportions, palette, costume, lighting, line weight]
EXCLUDE: text, labels, mockup frames, scenery, duplicate objects, cropped edges, signatures

For edits, say both what changes and what stays fixed. Ask for transparent output through the tool's native transparency option when available, then verify the alpha channel—prompt wording alone does not guarantee transparency.

Raster QA recipes

Inspect constraints and emit a machine-readable report:

bash
python scripts/asset_report.py assets/player-idle.png \
  --expect-size 64x64 --require-alpha --max-colors 48 --json

Build a nearest-neighbor contact sheet over a checkerboard:

bash
python scripts/build_preview_sheet.py output/player/*.png \
  --out output/player-preview.png --columns 4 --cell-size 192

Run script paths relative to this skill directory, or resolve the installed skill path first. Both scripts require Python 3.10+ and Pillow. Install the only dependency with python -m pip install -r scripts/requirements.txt when it is not already available.

Quality gates

  • Cohesion: related assets share palette roles, line/edge treatment, view, light direction, scale, and detail density.
  • Gameplay read: silhouettes and state changes remain clear at native resolution, in motion, and over real backgrounds.
  • Technical fit: exact size/frame count, usable alpha, stable anchors/pivots, correct color space/filtering, no clipped content, no accidental labels or baked mockup chrome.
  • Animation: identity, volume, proportions, costume, facing, and baseline do not drift; timing and anticipation read in an in-engine preview.
  • Tiles/backgrounds: required edges tile without seams; repetition is tolerable; parallax layers have intentional depth and no baked collision cues.
  • 3D: transforms, scale, pivot, normals, UVs, materials, topology, rig, collision proxies, LODs, and runtime format are checked rather than inferred from a render.
  • Rights: every shipped file has recorded provenance and terms compatible with the project.

Do not call an asset production-ready from a prompt result alone. Approval requires the relevant technical checks plus an in-engine or native-scale visual inspection.

References

  • For visual-system decisions and maintaining consistency, read references/art-direction.md.
  • For sprites, animation strips, tiles, backgrounds, UI art, and engine import settings, read references/raster-pipeline.md.
  • For concept-to-mesh, textures, glTF/GLB, LOD, collision, and runtime validation, read references/three-d-pipeline.md.
  • For licenses, generated-media records, and provenance, read references/provenance.md.
  • game-ui-ux for layout, navigation, readability, and accessible interaction.
  • game-feel, shader-programming, and audio-design for presentation after the source art fits.
  • Engine import/rendering skills such as godot-tilemap, unity-tilemap-2d, pixijs-rendering, and threejs-gltf-loading.

© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 10 other files (scripts, references, assets) in skills/disciplines/create-game-assets of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • agents/openai.yaml
  • assets/art-direction-brief.md
  • assets/asset-manifest.json
  • references/art-direction.md
  • references/provenance.md
  • references/raster-pipeline.md
  • references/three-d-pipeline.md
  • scripts/asset_report.py
  • scripts/build_preview_sheet.py
  • scripts/requirements.txt

Open the folder on GitHubat commit 0a70cfc

Compare with similar skills

Create Game Assets 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.

Create Game Assets compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Create Game Assets this skillgamedev-skills/awesome-gamedev-agent-skills1.4k—~2kAutomated safety check: PassApache-2.0
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Asset Pipelinerehan-remade/universal-modder6.5k—~2kAutomated safety check: PassMIT
2D Sprite Generator0x0funky/agent-sprite-forge4.4k—~3.6kAutomated safety check: PassMIT
Game Asset Generatornotque/vexjoy-agent441—~2.3kAutomated safety check: NotesMIT
Isometric Asset Sheetsblendi-remade/isometric-city-fal112—~1.2kAutomated safety check: PassMIT

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Questions about Create Game Assets

What does Create Game Assets do?

Plan, generate, source, normalize, and validate cohesive visual game assets. Create Game Assets is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Plan, generate, source, normalize, and validate cohesive visual game assets.

When should I use Create Game Assets?

Create Game Assets fits situations like: 3D asset briefs; tasks that involve Game assets and audio; tasks that involve Sprites and pixel art.

How do I install Create Game Assets in Claude Code?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill create-game-assets -a claude-code`. Or copy the skill folder (skills/disciplines/create-game-assets in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/create-game-assets in your project. Claude Code loads it when a task matches its description.

How do I install Create Game Assets in Codex?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill create-game-assets -a codex`. Or copy the skill folder (skills/disciplines/create-game-assets in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/create-game-assets in your project. Codex loads it when a task matches its description.

Can I use Create Game Assets in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill create-game-assets -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/create-game-assets, .gemini/skills/create-game-assets, .github/skills/create-game-assets and .opencode/skills/create-game-assets in your project.

What does Create Game Assets need to run?

Going by SKILL.md and its folder, Create Game Assets needs Python for the scripts in its folder and the command-line tools its instructions call (python). Our summary lists: Python 3.

Does Create Game Assets access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Create Game Assets safe to install?

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.

What licence does Create Game Assets use?

Create Game Assets is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Create Game Assets use?

About 2k tokens (SKILL.md is roughly 8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3.3k tokens, read only when the agent opens those files.

What are the alternatives to Create Game Assets?

Skills that share tags, products or a category with Create Game Assets: Game Asset Generator (htdt/godogen, 7.1k stars), Asset Pipeline (rehan-remade/universal-modder, 6.5k stars), 2D Sprite Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Game Asset Generator (notque/vexjoy-agent, 441 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Create Game Assets?

gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.

Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.