Game Asset Generator
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits.
$ npx skills add witnesstodark/mr-mak-workspace --skill game-audio-workflow -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-audio-workflow --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/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/game-audio-workflow .claude/skills/game-audio-workflow && 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-audio-workflow" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-audio-workflow into .claude/skills/game-audio-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-audio-workflow", 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/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-audio-workflowType 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 witnesstodark/mr-mak-workspace --skill game-audio-workflow -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-audio-workflow --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.agents/skills/game-audio-workflow .agents/skills/game-audio-workflow && 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-audio-workflow" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-audio-workflow into .agents/skills/game-audio-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-audio-workflow", 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 witnesstodark/mr-mak-workspace --skill game-audio-workflow -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-audio-workflow --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.agents/skills/game-audio-workflow .cursor/skills/game-audio-workflow && 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-audio-workflow" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-audio-workflow into .cursor/skills/game-audio-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-audio-workflow", 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/witnesstodark/mr-mak-workspace.git --path .agents/skills/game-audio-workflow--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 witnesstodark/mr-mak-workspace --skill game-audio-workflow -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-audio-workflow --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.agents/skills/game-audio-workflow .gemini/skills/game-audio-workflow && 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-audio-workflow" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-audio-workflow into .gemini/skills/game-audio-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-audio-workflow", 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 witnesstodark/mr-mak-workspace game-audio-workflowInstalls 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 witnesstodark/mr-mak-workspace --skill game-audio-workflow -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .github/skills && cp -r skills-src/.agents/skills/game-audio-workflow .github/skills/game-audio-workflow && 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-audio-workflow" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-audio-workflow into .github/skills/game-audio-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-audio-workflow", 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 witnesstodark/mr-mak-workspace --skill game-audio-workflow -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-audio-workflow --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.agents/skills/game-audio-workflow .opencode/skills/game-audio-workflow && 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-audio-workflow" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-audio-workflow into .opencode/skills/game-audio-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-audio-workflow", 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-audio-workflowBuild and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits.
Game Audio Workflow is an agent skill from witnesstodark/mr-mak-workspace. Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits. Use for unit voices, foley, impacts, UI cues and ambience.
Its SKILL.md is about 810 tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Game assets and audio. The repository describes itself as: A local desktop workspace for Codex and Claude Code, with project reports, creative skills and optional voice. The licence is MIT.
Read from SKILL.md and the folder at commit 1e0c7c3. 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.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
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.
Game Audio Workflow loads about 811 tokens when it runs. Until then it costs about 56 tokens; SKILL.md has 429 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); files beside SKILL.md are not scanned.
The full file from witnesstodark/mr-mak-workspace at commit 1e0c7c3, republished under its MIT licence (© witnesstodark). 429 words, ~811 tokens.
.claude/skills/game-audio-workflow/SKILL.md (or your agent's skills folder).Start with an event inventory and native motion/gameplay references. Separate unit voice, movement/gear, weapon air, material impact, victim reaction, UI, strategic alerts, music and ambience. A good recording can still be wrong for the event, camera distance or crowd mix.
For each event, record its meaning, motion anchor, source or generation route, desired length and review state. Reuse the user's chosen provider, voice and references. Inspect current tool capabilities instead of copying a stale model identifier. Keep generation IDs to recover pending jobs without duplicating them.
Use stable take IDs and direct local playback. Keep source, audition edit and runtime file distinct. Record cut points, fades, gain/pitch/time changes and source hashes. A compressed preview is not a lossless production master. Review actual samples for clipping, silence, format, duration and loop seams; technical checks do not establish the desired performance or tone.
Keep candidate, liked-for-comparison, accepted, integrated and mix-reviewed states separate. Preserve rejected history without presenting it as selected. Do not normalize or replace an accepted original silently. One accepted source may map to multiple events without duplicate files.
Split an attack into optional effort, swing air, confirmed material contact and recipient reaction. A cancelled attack produces no contact sound. A death voice is separate from the body's actual landing. Footsteps follow planted-foot events or the project's verified distance/phase system; an arbitrary timer or a full audition loop may drift from the animation.
Play one appropriate speaker for a group command, with per-speaker repetition limits. Repeated path updates may affect movement without repeating the voice. Choose concurrency, variation and distance limits from the actual mix. Coalesce related alerts and fire a match result once from the authoritative result event, not whenever the HUD refreshes. Do not add a parry cue without a real parry event.
Use the project's mixer groups and persistent settings. Verify pause, mute, scene changes, interruption, visibility and source cleanup. Audition at gameplay distance and with a representative crowd, then check normal device output. Preserve the user's mix; do not replay unrelated narration during a focused test.
Deliver an event-to-file manifest, provenance/licences, original and derived files, selected states, event anchors, native listening capture and open mix decisions. Name which checks were technical and which were listened to.
Example: a robot's walk, swing, metal impact and shutdown. Successful delivery keeps the impact conditional on a hit, aligns steps, limits crowd repetition and preserves the approved takes. Dependencies: an audio editor or FFmpeg for edits, chosen generation/stock tools when requested, and engine access for integration.
© witnesstodark, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .agents/skills/game-audio-workflow of witnesstodark/mr-mak-workspace.
Open the folder on GitHubat commit 1e0c7c3
Game Audio Workflow 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 Audio Workflow this skillwitnesstodark/mr-mak-workspace | 336 | — | ~811 | Automated safety check: Pass | MIT | |
| 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 | |
| Game Asset AuditDonchitos/Claude-Code-Game-Studios | 26k | — | ~2k | Automated safety check: Pass | MIT | |
| Asset Pipelinerehan-remade/universal-modder | 5.3k | — | ~2k | Automated safety check: Pass | MIT | |
| Game Asset Spec WriterDonchitos/Claude-Code-Game-Studios | 26k | — | ~5k | Automated safety check: Pass | MIT |
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.
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
Donchitos/Claude-Code-Game-Studios
Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.
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.
witnesstodark/mr-mak-workspace
Generate and edit images, create video, audio, 3D assets or material maps through fal.ai MCP or the Python queue client.
witnesstodark/mr-mak-workspace
Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review.
witnesstodark/mr-mak-workspace
Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks.
witnesstodark/mr-mak-workspace
Design and implement game HUDs, menus, icons and portrait systems from visual proposals through reusable engine assets and input checks.
witnesstodark/mr-mak-workspace
Verify a visual game change using controlled native captures, targeted behavioral checks and a reviewable evidence record.
witnesstodark/mr-mak-workspace
Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.
Categories
Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits. Game Audio Workflow is an agent skill from witnesstodark/mr-mak-workspace. Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits.
Game Audio Workflow fits situations like: UI cues and ambience; tasks that involve Game assets and audio.
Run `npx skills add witnesstodark/mr-mak-workspace --skill game-audio-workflow -a claude-code`. Or copy the skill folder (.agents/skills/game-audio-workflow in witnesstodark/mr-mak-workspace) into .claude/skills/game-audio-workflow in your project. Claude Code loads it when a task matches its description.
Run `npx skills add witnesstodark/mr-mak-workspace --skill game-audio-workflow -a codex`. Or copy the skill folder (.agents/skills/game-audio-workflow in witnesstodark/mr-mak-workspace) into .agents/skills/game-audio-workflow 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 witnesstodark/mr-mak-workspace --skill game-audio-workflow -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-audio-workflow, .gemini/skills/game-audio-workflow, .github/skills/game-audio-workflow and .opencode/skills/game-audio-workflow in your project.
SKILL.md names no scripts, command-line tools or credentials: Game Audio Workflow is instructions for the agent only.
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.
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.
Game Audio Workflow is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 811 tokens (SKILL.md is roughly 3.2k 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 Game Audio Workflow: Game Asset Generator (htdt/godogen, 7.1k stars), Threejs 3D Generator (valkor-ai/loom, 1.2k stars), Game Asset Audit (Donchitos/Claude-Code-Game-Studios, 26k stars) and Asset Pipeline (rehan-remade/universal-modder, 5.3k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
witnesstodark (a GitHub user) maintains it in witnesstodark/mr-mak-workspace, which has 336 GitHub stars. The repository holds 19 skills in this directory. The repository was last updated on October 5, 2026.
Source: witnesstodark/mr-mak-workspace on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.