Agent skill

Game Art Pipeline

by PersonalJarvis in PersonalJarvis/PersonalJarvis

Develop or redesign Personal Jarvis world art, buildings, characters and 3D assets through an authored Blender reference scene, runtime review and controlled asset rollout.

Apache-2.0Auto-check passedGame Development

Install Game Art Pipeline

skills CLI
$ npx skills add PersonalJarvis/PersonalJarvis --skill game-art-pipeline -a claude-code

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

GitHub CLI
$ gh skill install PersonalJarvis/PersonalJarvis game-art-pipeline --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/PersonalJarvis/PersonalJarvis.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/game-art-pipeline .claude/skills/game-art-pipeline && 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
game-art-pipeline
GitHub stars
159
Token cost
~566 tokens
SKILL.md length
260 words
Files
2
Skills in repo
12
Repo updated
First seen
Licence
Apache-2.0

At a glance

Develop or redesign Personal Jarvis world art, buildings, characters and 3D assets through an authored Blender reference scene, runtime review and controlled asset rollout.

  • Game-art production and world redesign
  • Calls python
  • Not ordinary UI copy
  • Behaviour-only bug fixes

What it does

Game Art Pipeline is an agent skill from PersonalJarvis/PersonalJarvis. Develop or redesign Personal Jarvis world art, buildings, characters and 3D assets through an authored Blender reference scene, runtime review and controlled asset rollout. Use for game-art production and world redesign, not ordinary UI copy or behaviour-only bug fixes.

Its SKILL.md is about 570 tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files (for example `agents/openai.yaml`).

It sits in Game Development, covering Sprites and pixel art, Debugging and Game assets and audio. It works with Blender and Model Context Protocol. The repository describes itself as: Your AI assistant, built for the agentic era. Open source and local: talk to it, and it runs your agents, your coding CLIs, your browser and your apps. Windows, macOS, Linux. The licence is Apache-2.0.

When your agent uses it

  • Game-art production and world redesign
  • Not ordinary UI copy
  • Behaviour-only bug fixes

Example prompts

  • “/game-art-pipeline”

Requirements

  • Python 3

What it can do on your machine

Read from SKILL.md and the folder at commit 46acfbd. 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

    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

Game Art Pipeline loads about 566 tokens when it runs. Until then it costs about 72 tokens; SKILL.md has 260 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~72
When it runs · the whole SKILL.md, loaded when a task matches
~566

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); files beside SKILL.md are not scanned.

SKILL.md

The full file from PersonalJarvis/PersonalJarvis at commit 46acfbd, republished under its Apache-2.0 licence (© PersonalJarvis). 260 words, ~566 tokens.

Download SKILL.mdSave it as .claude/skills/game-art-pipeline/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
game-art-pipeline
description
Develop or redesign Personal Jarvis world art, buildings, characters and 3D assets through an authored Blender reference scene, runtime review and controlled asset rollout. Use for game-art production and world redesign, not ordinary UI copy or behaviour-only bug fixes.

Game-art production

Read the binding production standard before planning or editing world/character art. It governs workflow; existing runtime contracts still govern integration. Run commands from the repository root.

Start by establishing what the user asked for: pipeline setup, art direction, reference scene, family rollout or integration. Do not revive a rejected design or infer an engine change.

Use python scripts/art_pipeline.py init <study-id> for a new isolated study. Retain editable Blender sources and use the manifest-driven exporter described in the standard. Blender MCP can assist authoring; script-generated geometry still needs visual judgement. Existing shipped assets remain untouched during reference development.

Develop a small, finished reference in the actual Jarvis runtime. A functional building, representative character and connecting ground should demonstrate the intended look and motion. Review appearance, readability and character separately from collision, animation and performance checks.

No separate user approval of the reference is required before batch-producing other asset families; verify the reference in the runtime and continue.

Derive a modular kit from the reference and roll it out by family. Keep palette, rig/slot, naming, material and scale conventions consistent with the reference while preserving functional differences. Preserve user imports and saved recipes. Do not equate a large asset count with quality.

Before integration, run the existing figure/fit checks where applicable and the actual movement/render tests for affected surfaces. Measure runtime budgets on stated hardware. Report unavailable checks honestly. Do not write invented evidence or silently promote review GLBs into the production catalog.

End a handoff with the study path, current stage, scope, unresolved findings, evidence and the next action.

© PersonalJarvis, 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 1 other file in .agents/skills/game-art-pipeline of PersonalJarvis/PersonalJarvis.

  • SKILL.md
  • agents/openai.yaml

Open the folder on GitHubat commit 46acfbd

Compare with similar skills

Game Art Pipeline 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.

Game Art Pipeline compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Game Art Pipeline this skillPersonalJarvis/PersonalJarvis159—~566Automated safety check: PassApache-2.0
Make Imagesglifxyz/glif-mcp-server213—~931Automated safety check: PassMIT
Fal Assetsrehan-remade/universal-modder6.5k—~2kAutomated safety check: NotesMIT
Geometry Nodesarjun988/blender-skills283—~963Automated safety check: PassMIT
Game Assetsglifxyz/glif-mcp-server213—~831Automated safety check: PassMIT
Scenario Patina Retexturescenario-labs/skills946—~3.5kAutomated safety check: PassMIT

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Questions about Game Art Pipeline

What does Game Art Pipeline do?

Develop or redesign Personal Jarvis world art, buildings, characters and 3D assets through an authored Blender reference scene, runtime review and controlled asset rollout. Game Art Pipeline is an agent skill from PersonalJarvis/PersonalJarvis. Develop or redesign Personal Jarvis world art, buildings, characters and 3D assets through an authored Blender reference scene, runtime review and controlled asset rollout.

When should I use Game Art Pipeline?

Game Art Pipeline fits situations like: game-art production and world redesign; not ordinary UI copy; behaviour-only bug fixes.

How do I install Game Art Pipeline in Claude Code?

Run `npx skills add PersonalJarvis/PersonalJarvis --skill game-art-pipeline -a claude-code`. Or copy the skill folder (.agents/skills/game-art-pipeline in PersonalJarvis/PersonalJarvis) into .claude/skills/game-art-pipeline in your project. Claude Code loads it when a task matches its description.

How do I install Game Art Pipeline in Codex?

Run `npx skills add PersonalJarvis/PersonalJarvis --skill game-art-pipeline -a codex`. Or copy the skill folder (.agents/skills/game-art-pipeline in PersonalJarvis/PersonalJarvis) into .agents/skills/game-art-pipeline in your project. Codex loads it when a task matches its description.

Can I use Game Art Pipeline 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 PersonalJarvis/PersonalJarvis --skill game-art-pipeline -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-art-pipeline, .gemini/skills/game-art-pipeline, .github/skills/game-art-pipeline and .opencode/skills/game-art-pipeline in your project.

What does Game Art Pipeline need to run?

Going by SKILL.md and its folder, Game Art Pipeline needs the command-line tools its instructions call (python). Our summary lists: Python 3.

Does Game Art Pipeline 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 Game Art Pipeline 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. Review the folder before installing.

What licence does Game Art Pipeline use?

Game Art Pipeline 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 Game Art Pipeline use?

About 566 tokens (SKILL.md is roughly 2.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Game Art Pipeline?

Skills that share tags, products or a category with Game Art Pipeline: Make Images (glifxyz/glif-mcp-server, 213 stars), Fal Assets (rehan-remade/universal-modder, 6.5k stars), Geometry Nodes (arjun988/blender-skills, 283 stars) and Game Assets (glifxyz/glif-mcp-server, 213 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Art Pipeline?

PersonalJarvis (a GitHub organization) maintains it in PersonalJarvis/PersonalJarvis, which has 159 GitHub stars. The repository holds 12 skills in this directory. The repository was last updated on October 10, 2026.

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