Game Asset Generator
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized…
$ npx skills add nirholas/three.ws --skill build-rigged-game-assets -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install nirholas/three.ws build-rigged-game-assets --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/nirholas/three.ws.git skills-src && mkdir -p .claude/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets .claude/skills/build-rigged-game-assets && 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 "build-rigged-game-assets" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets into .claude/skills/build-rigged-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-rigged-game-assets", 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/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assetsType 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 nirholas/three.ws --skill build-rigged-game-assets -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install nirholas/three.ws build-rigged-game-assets --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .agents/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets .agents/skills/build-rigged-game-assets && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "build-rigged-game-assets" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets into .agents/skills/build-rigged-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-rigged-game-assets", 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 nirholas/three.ws --skill build-rigged-game-assets -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install nirholas/three.ws build-rigged-game-assets --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets .cursor/skills/build-rigged-game-assets && 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 "build-rigged-game-assets" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets into .cursor/skills/build-rigged-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-rigged-game-assets", 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/nirholas/three.ws.git --path third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets--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 nirholas/three.ws --skill build-rigged-game-assets -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install nirholas/three.ws build-rigged-game-assets --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets .gemini/skills/build-rigged-game-assets && 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 "build-rigged-game-assets" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets into .gemini/skills/build-rigged-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-rigged-game-assets", 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 nirholas/three.ws build-rigged-game-assetsInstalls 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 nirholas/three.ws --skill build-rigged-game-assets -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .github/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets .github/skills/build-rigged-game-assets && 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 "build-rigged-game-assets" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets into .github/skills/build-rigged-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-rigged-game-assets", 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 nirholas/three.ws --skill build-rigged-game-assets -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install nirholas/three.ws build-rigged-game-assets --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets .opencode/skills/build-rigged-game-assets && 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 "build-rigged-game-assets" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets into .opencode/skills/build-rigged-game-assets/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-rigged-game-assets", 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.
build-rigged-game-assetsCreate, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized…
Build Rigged Game Assets is an agent skill from nirholas/three.ws. Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an…
Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 10 other files, including scripts, reference files and assets (for example `agents/openai.yaml`, `assets/character-asset-manifest.template.json` and `assets/monster-asset-manifest.template.json`).
It sits in Game Development, covering Game assets and audio. The repository describes itself as: Open-source platform for 3D AI agents. Turn text or a photo into a rigged, animated GLB avatar, give it an LLM brain, memory and a wallet, and embed it anywhere with one web… The licence is Apache-2.0.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 66624fb. 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:
gitFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use git, which can reach the network depending on how they are called.
From 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.
Build Rigged Game Assets loads about 1.9k tokens when it runs, and up to ~5.2k if it reads all its reference files. Until then it costs about 163 tokens; SKILL.md has 918 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 nirholas/three.ws at commit 66624fb, republished under its Apache-2.0 licence (© nirholas). 918 words, ~1,939 tokens.
.claude/skills/build-rigged-game-assets/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.Build one truthful actor package from source reference through gameplay and catalog proof.
Inspect repository truth before generating or editing files:
character or monster.catalog-only, review-only, or runtime. Do not call an asset implemented until gameplay loads it.Copy the matching template from assets/, fill it in, and keep it beside the implementation or in the project’s asset metadata location:
character-asset-manifest.template.jsonmonster-asset-manifest.template.jsonRun scripts/validate_asset_manifest.py <manifest> before building. Re-run with --root <repo> for shipped-file checks and --require-verified only after every acceptance check has actually passed.
Read references/requirements.md before creating the model, rig, actions, equipment, sockets, or collision data. Read references/catalog-and-testing.md when adding the catalog card, inspector, moveset route, telemetry, or release tests.
id, semantic role, loop policy, root-motion policy, duration, contact events, and source.Treat the main model as the persistent body/base layer. Do not fuse swappable equipment into it.
idle, walk, run, primary-attack, hit, dodge, and death. Add block/ward, charged attack, cast, bow aim/shoot, jump, interaction, or class actions when gameplay exposes them.Treat a monster as one authored combat actor, not a player wardrobe.
idle, locomotion, primary-attack, hit, and death.Create both surfaces:
Provide:
The inspector must load the same runtime model, rig, clips, equipment rules, and action API claimed by gameplay. A screenshot or separate look-dev mesh is not runtime proof.
Run the project’s focused asset tests, manifest validator, build, lint, full tests, and git diff --check.
In the repository-approved browser:
Commit only the narrow asset lane. Report the manifest, main/runtime models, gear files, rig and sockets, actions, catalog route, status, verification results, known boundaries, and exact commit SHA. Report full-suite baseline failures separately.
© nirholas, 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
SKILL.md and 6 other files (scripts, references, assets) in third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets of nirholas/three.ws.
Open the folder on GitHubat commit 66624fb
We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in nirholas/three.ws, which our catalogue first saw on October 7, 2026.
Build Rigged 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Build Rigged Game Assets this skillnirholas/three.ws | 229 | 1 repos | ~1.9k | 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 | 6.1k | — | ~2k | Automated safety check: Pass | MIT | |
| 2D Sprite Generator0x0funky/agent-sprite-forge | 4.4k | — | ~3.6k | Automated safety check: Pass | MIT | |
| Audio Designukanwat/overtime | 387 | 1 repos | ~1.8k | Automated safety check: Pass | Apache-2.0 |
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.
0x0funky/agent-sprite-forge
Produces game-ready 2D characters, creatures, props, icons and effects as master stills, sheets or clips, and exports frames for common game engines.
ukanwat/overtime
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
nirholas/three.ws
Add the Shaders WebGPU mouse effect used for the Tidal Commons hero: a white twinkling halftone cursor trail driven by ChromaFlow, masked through a DotGrid, finished with chromatic ripples and film…
nirholas/three.ws
Package a finished local project into an intentional GitHub repository, create a strong README and visual preview, push it safely, configure a public GitHub Pages URL when the project is compatible…
nirholas/three.ws
Audit a website or digital experience against its supplied source references for originality and plagiarism risk.
nirholas/three.ws
Turn a completed daily UI inspiration capture into exactly five original landing-page builds, one per separate Codex task, using Sites.
nirholas/three.ws
Write, rewrite, review, or continuously refine X/Twitter posts in Meng To's current voice using his deduplicated authored-post corpus, personal and product context, shared resources, and Content…
nirholas/three.ws
Create polished 60 fps 4:3 4K browser screen-recording style videos from Codex in-app browser captures, with browser-only crop, natural macOS cursor styling, deliberate click choreography…
Categories
Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized…. ws. Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector.
Build Rigged Game Assets fits situations like: importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords; wiring an asset into gameplay.
Run `npx skills add nirholas/three.ws --skill build-rigged-game-assets -a claude-code`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets in nirholas/three.ws) into .claude/skills/build-rigged-game-assets in your project. Claude Code loads it when a task matches its description.
Run `npx skills add nirholas/three.ws --skill build-rigged-game-assets -a codex`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets in nirholas/three.ws) into .agents/skills/build-rigged-game-assets 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 nirholas/three.ws --skill build-rigged-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/build-rigged-game-assets, .gemini/skills/build-rigged-game-assets, .github/skills/build-rigged-game-assets and .opencode/skills/build-rigged-game-assets in your project.
Going by SKILL.md and its folder, Build Rigged Game Assets needs Python for the scripts in its folder and the command-line tools its instructions call (git). Our summary lists: Python 3.
SKILL.md contains no URLs. Its commands use git, which can reach the network depending on how they are called. 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.
Build Rigged 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.
About 1.9k tokens (SKILL.md is roughly 7.8k 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.
Skills that share tags, products or a category with Build Rigged Game Assets: Game Asset Generator (htdt/godogen, 7.1k stars), Threejs 3D Generator (valkor-ai/loom, 1.2k stars), Asset Pipeline (rehan-remade/universal-modder, 6.1k stars) and 2D Sprite Generator (0x0funky/agent-sprite-forge, 4.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
nirholas (a GitHub user) maintains it in nirholas/three.ws, which has 229 GitHub stars. The repository holds 92 skills in this directory. The repository was last updated on October 10, 2026.
Source: nirholas/three.ws on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.