game-art-reference-packs
Installation
SKILL.md
Game art reference packs
Produce four unambiguous views of the same subject, with complete anatomy and equipment, plus a review contact sheet and verifiable source hashes. Read WORKFLOW.md for the preparation commands and output locations.
Resolve the contract
- Read the repository coordination board before editing; claim paths outside the agent's ownership. Work from a real Git checkout containing the source images, not a slim workspace that only mirrors documentation.
- Resolve the exact subject in
ArtSource/3D/Roster/subjects.json: source type, rig class, anatomy, equipment, surface identity and turnaround lineage. A Blender variant may reuse its base instead of requiring new references. - The three original proof subjects retain
ArtSource/3D/Meshy/manifest.jsonand Plan 002A governance until that plan closes. Other unit packs usetools/prepare_roster_reference_packs.pyand its generated roster manifest. Follow recorded plan decisions rather than an old status paragraph. - Reuse accepted references first. If new bitmap art is needed, use the available image-generation skill/tool and preserve its exact prompt, source references, output and hash. Skill invocation alone does not authorize a new provider spend.
- These preparers understand unit contracts. For terrain, props or VFX, first locate that plan's reference schema and tooling; do not invent a roster entry just to use a unit preparer.