game-assets
Meowa Game Assets
For playable TypeScript/Three.js games, use the developer-only beta Game development workbench. It supports a separate owned game library, idea-based creation without automatic execution, development tasks, activity replay, cancellation, private previews, owned image imports, saved source export, and explicit publishing/unpublishing when enabled. Publish only when the user requests public access.
For coordinate-based map expansion, use image-expander-run; for editable expansion prompts, use image-expander-prompt; for selected final tile exports, use image-expander-export. See maps, tiles, and textures for matching canvas parameters and neighbor coordinates.
Plan a game or create game-ready visual and audio assets. For game concepts, systems, balance, market research, or structured design documents, use the Game Designer module. For assets, establish the final asset contract first, choose the smallest suitable capability, and combine modules only when the downstream command accepts the upstream output.
For Image2.5 free native background removal, see Transparent asset tips.
For HD frame animation V2, --auto-scale-to-input (default off, no extra credits) restores the final animation to the input dimensions with smooth scaling and retains the original animation as a second output. With background removal, only the final transparent animation is resized.
For V2 first-frame or first/last-frame animation, prefer leaving --audio-description empty with prompt optimization enabled so polishing selects the main sound effect from the action. If writing it yourself, briefly describe only the principal sound, not the action sequence. Outputs are lossless WebP plus a separate WAV when audio is generated; see animation audio and timing.
Establish the asset contract
Determine these requirements before selecting a command: