Game Asset Generator
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
Deterministic palette/matrix pixel art (not AI). An agent skill from notque/vexjoy-agent.
$ npx skills add notque/vexjoy-agent --skill game-asset-generator -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install notque/vexjoy-agent game-asset-generator --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/notque/vexjoy-agent.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game/game-asset-generator .claude/skills/game-asset-generator && 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 "game-asset-generator" agent skill from https://github.com/notque/vexjoy-agent/tree/main/skills/game/game-asset-generator into .claude/skills/game-asset-generator/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-asset-generator", 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/notque/vexjoy-agent/tree/main/skills/game/game-asset-generatorType 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 notque/vexjoy-agent --skill game-asset-generator -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install notque/vexjoy-agent game-asset-generator --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/notque/vexjoy-agent.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/game/game-asset-generator .agents/skills/game-asset-generator && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "game-asset-generator" agent skill from https://github.com/notque/vexjoy-agent/tree/main/skills/game/game-asset-generator into .agents/skills/game-asset-generator/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-asset-generator", 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 notque/vexjoy-agent --skill game-asset-generator -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install notque/vexjoy-agent game-asset-generator --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/notque/vexjoy-agent.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/game/game-asset-generator .cursor/skills/game-asset-generator && 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 "game-asset-generator" agent skill from https://github.com/notque/vexjoy-agent/tree/main/skills/game/game-asset-generator into .cursor/skills/game-asset-generator/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-asset-generator", 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/notque/vexjoy-agent.git --path skills/game/game-asset-generator--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 notque/vexjoy-agent --skill game-asset-generator -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install notque/vexjoy-agent game-asset-generator --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/notque/vexjoy-agent.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/game/game-asset-generator .gemini/skills/game-asset-generator && 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 "game-asset-generator" agent skill from https://github.com/notque/vexjoy-agent/tree/main/skills/game/game-asset-generator into .gemini/skills/game-asset-generator/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-asset-generator", 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 notque/vexjoy-agent game-asset-generatorInstalls 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 notque/vexjoy-agent --skill game-asset-generator -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/notque/vexjoy-agent.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/game/game-asset-generator .github/skills/game-asset-generator && 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 "game-asset-generator" agent skill from https://github.com/notque/vexjoy-agent/tree/main/skills/game/game-asset-generator into .github/skills/game-asset-generator/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-asset-generator", 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 notque/vexjoy-agent --skill game-asset-generator -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install notque/vexjoy-agent game-asset-generator --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/notque/vexjoy-agent.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/game/game-asset-generator .opencode/skills/game-asset-generator && 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 "game-asset-generator" agent skill from https://github.com/notque/vexjoy-agent/tree/main/skills/game/game-asset-generator into .opencode/skills/game-asset-generator/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-asset-generator", 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.
game-asset-generatorDeterministic palette/matrix pixel art (not AI). An agent skill from notque/vexjoy-agent.
Game Asset Generator is an agent skill from notque/vexjoy-agent. Deterministic palette/matrix pixel art (not AI). Use for procedural tile art, color-quantized output, matrix sprites.
Its SKILL.md is about 2.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 10 other files, including scripts and reference files (for example `references/asset-sources.md`, `references/fal-ai-image.md` and `references/meshyai.md`).
It sits in Game Development, covering Game assets and audio, Sprites and pixel art and 3D graphics and WebGL. The repository describes itself as: VexJoy AI Agent with Jev Intelligent Routing - /do routes plain-English requests to the right specialist agent and gates the work with reviews, tests, and a learning loop. The licence is MIT.
3 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 5218674. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadWriteBashGrepGlobEditFrom allowed-tools in the SKILL.md frontmatter.
Ships 3 files in scripts/ (JavaScript and Python), which the agent can run.
Shell commands in SKILL.md call:
nodenpmFrom the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
gstatic.comFrom URLs in SKILL.md, links to its own repository left out.
Names these keys or tokens, usually read from environment variables:
FAL_KEYMESHY_API_KEYWLT_API_KEYFrom names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Game Asset Generator loads about 2.3k tokens when it runs, and up to ~12k if it reads all its reference files. Until then it costs about 35 tokens; SKILL.md has 891 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 noted patterns worth knowing about, such as sudo or a known installer.
-E "MESHY_API_KEY|WLT_API_KEY|FAL_KEY" ~/.env 2>/dev/null1. Verify `MESHY_API_KEY` is set in `~/.env` and the value is currentSolution: Confirm `FAL_KEY` is in `~/.env`. Authorization header must be `Key <your-key>` -- not `Bearer <your-key>`.allowed-tools: Read, Write, Bash, Grep, Glob, EditAutomated 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 notque/vexjoy-agent at commit 5218674, republished under its MIT licence (© notque). 891 words, ~2,338 tokens.
.claude/skills/game-asset-generator/SKILL.md (or your agent's skills folder). This skill also uses 8 other files; get the full folder from GitHub.This skill generates game-ready assets (3D models, Gaussian Splat environments, 2D sprites, images/textures) using AI APIs and free asset sources. It follows a three-phase workflow: DETECT the asset type -> GENERATE via the appropriate API or source -> INTEGRATE into the game. Only the relevant reference is loaded per task -- do not load all references upfront.
Scope: Use for AI-generated 3D models, world environments, pixel art sprites, concept art, textures, and sourcing free pre-built assets. Keep game engine scripting, physics, game loop logic, and shader authoring in threejs-builder after asset generation.
Goal: Identify the asset type from the request and load the single corresponding reference.
Step 1: Classify the request
| Signal in request | Asset Type | Reference to load |
|---|---|---|
| "3D model", "character model", "generate model", GLB, mesh, rig, animate, humanoid | 3D Model | references/meshyai.md |
| "environment", "world", "scene background", "gaussian splat", "splat", volumetric | Environment | references/worldlabs.md |
| "sprite", "pixel art", "2D character", "tile", "tileset", canvas sprite | 2D Sprite | references/pixel-art-sprites.md |
| "image", "texture", "concept art", "icon", "generate image", chroma key | Image / Texture | references/fal-ai-image.md |
| No API key available, "free asset", "find model", "download asset", generation failed | Existing Assets | references/asset-sources.md |
If the request is ambiguous between 3D Model and Image, ask: "Do you need a 3D mesh (GLB file for a Three.js scene) or a 2D image/texture?"
Step 2: Check API key availability
Before calling any paid API, verify the required key exists:
grep -E "MESHY_API_KEY|WLT_API_KEY|FAL_KEY" ~/.env 2>/dev/nullIf the required key is missing, the fallback chain applies -- load references/asset-sources.md alongside the primary reference.
Fallback chain: Meshy API -> Sketchfab search -> Poly Haven -> Poly.pizza -> BoxGeometry placeholder. All sources output GLB into the same path so game loading code does not change.
Gate: Asset type identified, relevant reference loaded. Proceed to Phase 2 only when gate passes.
Goal: Call the API or source to produce the asset. Follow the loaded reference exactly -- it is the authoritative guide for its API.
Core constraints (all asset types):
public/assets/ or an equivalent game-accessible directory so integration code does not need path changes per asset..meta.json recording the prompt, model, generation timestamp, and asset ID. Required for regeneration and auditing.Per-type generation summary (read the reference for full API details):
3D Model (Meshy): Two-step pipeline -- preview (fast, low quality, confirms prompt works) -> refine (full quality). Auto-rig only for humanoids meeting all criteria: bipedal, textured, clearly defined limbs. Animate rigged models with walk/run/idle presets. Post-process with scripts/optimize-glb.mjs for 80-95% size reduction before integration.
Environment (World Labs): Upload reference image (preferred over text-only) -> poll 3-8 minutes -> download SPZ + GLB collider + panorama JPG. Y-axis flip (rotation.x = Math.PI) required after loading into Three.js scene.
2D Sprite (code-only): Canvas-based generation -- no API call. Load references/pixel-art-sprites.md and generate sprites from the palette and matrix system defined there. Works without any API key.
Image / Texture (fal.ai): Queue-based API -- submit job -> poll for result. Choose model endpoint based on need (GPT Image 1.5 for transparency, Nano Banana 2 for speed). Use #00FF00 chroma-key background when the asset needs transparency extraction.
Gate: Asset file downloaded and validated (size > 0, correct extension). .meta.json saved. Proceed to Phase 3 only when gate passes.
Goal: Load the generated asset into the game scene correctly.
Core constraint: Use SkeletonUtils.clone() -- never .clone() -- for animated models. Regular .clone() breaks skeleton bindings and leaves the model in a permanent T-pose. This is the single most common integration failure with rigged GLBs.
import { SkeletonUtils } from 'three/addons/utils/SkeletonUtils.js';
// Load once, clone for each instance
loader.load('/assets/character.glb', (gltf) => {
const instance = SkeletonUtils.clone(gltf.scene);
scene.add(instance);
});GLB loading (Three.js):
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.6/');
const loader = new GLTFLoader();
loader.setDRACOLoader(dracoLoader); // Required for Draco-compressed GLBs from Meshy optimizer
loader.load('/assets/model.glb', (gltf) => {
const model = gltf.scene;
const box = new THREE.Box3().setFromObject(model);
const center = box.getCenter(new THREE.Vector3());
model.position.sub(center);
scene.add(model);
});Gaussian Splat (World Labs) -- see references/worldlabs.md for the @sparkjsdev/spark SplatMesh integration. The Y-axis flip and raycast direction inversion are required, not optional.
Animation playback:
const mixer = new THREE.AnimationMixer(model);
const action = mixer.clipAction(gltf.animations[0]); // walk/run/idle from Meshy
action.play();
// In animation loop:
mixer.update(deltaTime);Gate: Asset visible in scene. No console errors. Animations play if applicable.
Cause: Used .clone() instead of SkeletonUtils.clone() on a rigged model.
Solution: Replace gltf.scene.clone() with SkeletonUtils.clone(gltf.scene). Import from three/addons/utils/SkeletonUtils.js.
Cause: API key invalid, quota exceeded, or Meshy service issue. Solution:
MESHY_API_KEY is set in ~/.env and the value is currentreferences/asset-sources.md fallback chainnode scripts/meshy-generate.mjs status <task_id>Cause: URL expired (Meshy 3-day limit) or network error during download.
Solution: Regenerate -- do not attempt to repair a corrupt GLB. Resubmit using the prompt saved in .meta.json.
Cause: Raycast direction inverted after Y-axis flip on the SplatMesh.
Solution: Load references/worldlabs.md -- the fix is in the raycast inversion section.
Cause: FAL_KEY missing or incorrectly formatted. fal.ai uses Key $FAL_KEY format (not Bearer).
Solution: Confirm FAL_KEY is in ~/.env. Authorization header must be Key <your-key> -- not Bearer <your-key>.
Cause: @gltf-transform/cli not installed globally.
Solution: npm install -g @gltf-transform/cli
Load the reference matching the asset type from Phase 1 DETECT.
| Asset type | Reference |
|---|---|
| 3D model (Meshy API) | references/meshyai.md |
| Environment (World Labs) | references/worldlabs.md |
| Image / texture (fal.ai) | references/fal-ai-image.md |
| Free assets (Sketchfab, Poly Haven) | references/asset-sources.md |
| 2D sprite (canvas, no API) | references/pixel-art-sprites.md |
© notque, 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 8 other files (scripts, references) in skills/game/game-asset-generator of notque/vexjoy-agent.
Open the folder on GitHubat commit 5218674
Game Asset Generator 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 |
|---|---|---|---|---|---|---|
| Game Asset Generator this skillnotque/vexjoy-agent | 439 | — | ~2.3k | Automated safety check: Notes | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Asset Pipelinerehan-remade/universal-modder | 5.8k | — | ~2k | Automated safety check: Pass | MIT | |
| Fal Assetsrehan-remade/universal-modder | 5.8k | — | ~2k | Automated safety check: Notes | MIT | |
| Game Assetsglifxyz/glif-mcp-server | 212 | — | ~831 | Automated safety check: Pass | MIT | |
| Threejs 3D Generatorvalkor-ai/loom | 1.2k | 1 repos | ~2.6k | 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.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
rehan-remade/universal-modder
Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api.
glifxyz/glif-mcp-server
Make art and media for a game you are building with Glif: character reference sheets, consistent characters, pixel-art sprite sheets with animation cycles, seamless and PBR textures, 3D models, item…
valkor-ai/loom
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API.
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.
notque/vexjoy-agent
Pull request lifecycle: commit, codex review, sync, review, fix, status, cleanup, and PR mining.
notque/vexjoy-agent
Improve architecture across modules by deepening interfaces.
notque/vexjoy-agent
Code quality: cleanup, linting, formatting, quality gates. An agent skill from notque/vexjoy-agent.
notque/vexjoy-agent
Statistical rule discovery from Go codebase patterns. An agent skill from notque/vexjoy-agent.
notque/vexjoy-agent
Review and fix temporal references in code comments. An agent skill from notque/vexjoy-agent.
notque/vexjoy-agent
Content operations: editorial calendar, marketing, publishing, social media management.
Categories
Deterministic palette/matrix pixel art (not AI). An agent skill from notque/vexjoy-agent. Game Asset Generator is an agent skill from notque/vexjoy-agent. Deterministic palette/matrix pixel art (not AI).
Game Asset Generator fits situations like: procedural tile art; color-quantized output.
Run `npx skills add notque/vexjoy-agent --skill game-asset-generator -a claude-code`. Or copy the skill folder (skills/game/game-asset-generator in notque/vexjoy-agent) into .claude/skills/game-asset-generator in your project. Claude Code loads it when a task matches its description.
Run `npx skills add notque/vexjoy-agent --skill game-asset-generator -a codex`. Or copy the skill folder (skills/game/game-asset-generator in notque/vexjoy-agent) into .agents/skills/game-asset-generator 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 notque/vexjoy-agent --skill game-asset-generator -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-asset-generator, .gemini/skills/game-asset-generator, .github/skills/game-asset-generator and .opencode/skills/game-asset-generator in your project.
Going by SKILL.md and its folder, Game Asset Generator needs JavaScript and Python for the scripts in its folder, the command-line tools its instructions call (node and npm) and credentials named FAL_KEY, MESHY_API_KEY and WLT_API_KEY. Our summary lists: Python 3; Node.js; A credential in MESHY_API_KEY; A credential in WLT_API_KEY. Its frontmatter pre-approves these tools: Read, Write, Bash, Grep, Glob, Edit.
SKILL.md names 1 domain. In commands or code: gstatic.com; the agent is likely to contact it when it follows the instructions. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found notes only (mentions a .env file; pre-approves every shell command (allowed-tools: bash)), nothing it rates as a warning. 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.
Game Asset Generator is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.3k tokens (SKILL.md is roughly 9.4k 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 9.9k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Game Asset Generator: Game Asset Generator (htdt/godogen, 7.1k stars), Asset Pipeline (rehan-remade/universal-modder, 5.8k stars), Fal Assets (rehan-remade/universal-modder, 5.8k stars) and Game Assets (glifxyz/glif-mcp-server, 212 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
notque (a GitHub user) maintains it in notque/vexjoy-agent, which has 439 GitHub stars. The repository holds 61 skills in this directory. The repository was last updated on October 3, 2026.
Source: notque/vexjoy-agent on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.