asset-core
Installation
SKILL.md
Asset Core
Game developers ask for WHAT they need, not HOW to make it engine-ready; the how is this skill's job. An asset that needs manual cleanup before it can be dropped into an engine is a failure even if the caller never stated the requirement. Apply everything here unless the request explicitly overrides it, then load the specialist skill for the asset type: sprite-gen, animation2d-gen, tileset-gen, ui-icon-gen, character-consistency, background2d-gen, model3d-gen, pbr-texture-gen.
Engine-Ready Defaults
Deliver these without being asked:
| When asked for... | Deliver... |
|---|---|
| a character / creature / prop sprite | isolated subject with final transparency, clean silhouette, no baked ground, scene, or cast shadow; a key-color image is only an intermediate |
| frame-based 2D art that moves or animates | an ordered frame sequence: cycles close cleanly and one-shots have intentional start and settle frames (animation2d-gen) |
| an animation sprite sheet | uniform implicit cells, no divider lines or labels, subject at the identical position per cell so frames crop at width/cols x height/rows (animation2d-gen) |
| ground / terrain / water / walls | seamlessly tileable, verified with a real tiled composite, no landmark motifs (tileset-gen) |
| UI panels / frames / buttons | actually stretch-tested 9-slice construction, text-free unless lettering was explicitly requested, state variants geometry-identical (ui-icon-gen) |
| the same character or object again | derived from the approved base image (edit or reference), never regenerated fresh (character-consistency) |
| icons | one style contract across the whole set, uniform padding, legible at 32 px (ui-icon-gen) |
| background scenery | camera-safe registered layers or plates, tested at extreme crops and parallax offsets (background2d-gen) |
| a 3D anything | game-ready GLB at real-world scale with clean pivots and PBR materials (model3d-gen) |