build-hybrid-game-assets
Installation
SKILL.md
Build Hybrid Game Assets
Choose the asset representation that best serves gameplay, readability, iteration speed, and runtime budget. Do not force every reference image through image-to-3D reconstruction.
Classify the asset before making it
| Need | Preferred representation |
|---|---|
| Hero character or complex authored animation | Imported rigged mesh, with verified license and scale |
| Weapon, relic, pickup, creature variant, architecture, or interaction prop | Procedural Three.js geometry when controllable silhouette, sockets, collision, or code-driven variants matter |
| Concept, class portrait, inventory icon, cursor, backdrop, or menu treatment | Generated or authored 2D image/video used directly as UI media |
| Level mood, composition, or spacing reference | Concept image used as visual guidance; author the actual playable level separately |
| Reference image whose visible form itself must become a code model | Use img2threejs with its quality gates and state the result is a reconstruction, not extracted geometry |
Create image-first work accurately
Generate a compact reference set: hero view, silhouette/side view when geometry matters, palette/material close-up, and usage context. Define camera distance, scale, pivot, collision, attachment sockets, animation needs, and budget before implementation. A single image cannot establish hidden geometry; request more views or select deliberate stylization.