game-builder-blender-assets

Installation
SKILL.md

Game builder Blender assets

Companion to the game-builder skill. Use it only when a homage game needs authored 3D meshes. Never build hero characters as in-engine procedural primitives (parented boxes, cylinders, debug foot discs, floating eye spheres).

Rule

Only use 3D if needed. Prefer 2D, pixel art, or sprites whenever the locked refs are 2D or a 2D path can hit the Visual Bar, and use 3D only when the refs demand it. Do not default every camera hero to Blender and GLB.

When 3D is needed, go Blender-first for heroes and other camera-critical 3D characters. Author mesh, UVs, and a simple rig in Blender in isolation, export GLB, then bind the existing game systems (gait, AI, LOD). Keep in-engine procedural geometry only for props, crops, distant NPCs, billboards, and greybox while the Blender asset is in flight.

Author the final hero in Blender (headless Python is fine), not as raw Three.js or engine mesh code. Turnaround gates belong to the Orchestrator alone: never hand a visual PASS or FAIL to a peer agent.

One asset per specialist

Do not batch camera-critical 3D models inside the game Builder. Each important mesh gets its own subagent whose only job is that asset.

Installs
33
GitHub Stars
21
First Seen
Sep 30, 2026