game-development-asset-generation

Installation
SKILL.md

Finish the game's assets in the first turn

Support delivery of the full requested game in the first turn, with AAA-level visual and audio quality as the target. Plan and produce assets for all requested content and player-facing states. Do not stop at assets for a showcase scene or defer animation, sound, music, or the remaining levels to a follow-up prompt. Follow an explicit request for a prototype or individual asset when that is the task.

Start asset production early enough to integrate, inspect, and revise the results during development. Keep perspective, scale, palette, materials, lighting, and animation consistent across the game. Inspect assets at their actual gameplay size and in motion; check animation transitions, transparency, texture seams, and audio loops where relevant. Replace temporary stand-ins before delivery. A generated file is only finished when it works well in the game.

Choose the asset pipeline for the art direction

The user's brief and existing project style govern the choice. For an individual asset or feature, produce what that change needs; do not expand it into a full-game asset replacement. Preserve the established pipeline unless the user asks for a change or the requested result requires one.

Choose per asset or system:

  • Use image generation or authored sprites and textures when painted detail, a specific character, or a consistent illustrated style matters.
  • Use Blender or a suitable model generator for hero objects that need controlled silhouettes, materials, rigging, and editable geometry.
  • Use procedural geometry, shaders, or code-drawn 2D art when they serve the visual direction, simulation, variation, or scale. Terrain, water, vegetation, and reactive effects can benefit from this approach. A procedural environment and an authored vehicle can work well together.
  • Use generated audio, samples, or intentional synthesis according to the sound direction. Tune variation, envelopes, layering, and the mix; generic oscillator beeps do not count as finished audio.

Judge the result in gameplay. Procedural art must meet the same standards for silhouette, composition, readability, lighting, detail, and motion as imported assets. Generated files need the same scrutiny. Replace generic stand-ins, but do not replace successful procedural work merely because it was made in code.

Installs
36
GitHub Stars
1
First Seen
Aug 20, 2026
game-development-asset-generation — jord-jd/jord-skills