create-game-assets
gamedev-skills/awesome-gamedev-agent-skills
Plan, generate, source, normalize, and validate cohesive visual game assets for any engine or art style.
What is create-game-assets?
Orchestrates the full pipeline from art direction through engine import: inspect existing work, lock technical specs, define visual systems, generate or source assets as families, normalize them deterministically, and validate in context. Use this when building sprites, tilesets, backgrounds, UI art, textures, concept art, or 3D asset briefs that must stay visually coherent and engine-ready.
- Establish art-direction briefs and technical frames (engine, resolution, asset dimensions, palette, filtering)
- Build asset manifests tracking every required asset, variant, size, pivot, source, license, and approval status
- Generate or source assets as visual families, reusing approved targets to maintain consistency
- Normalize assets deterministically: crop, size, anchor, slice, compress, and validate alpha with provided scripts
- Validate assets in-game at native resolution, checking silhouette, scale, seams, legibility, and collision fit
- Record provenance: source URL, license, edit history, and restrictions for every shipped file
How to install create-game-assets
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill create-game-assets- Python 3.10+ and Pillow for the bundled raster QA scripts (install via `python -m pip install -r scripts/requirements.txt`)
- An image-generation or editing tool (optional; this skill can work with sourced or manually created assets)
- Access to the game engine and its import/rendering documentation
How to use create-game-assets
- 1.Inspect existing screenshots, concept art, sprites, and import settings to preserve coherent direction
- 2.Create or select an art-direction brief using the provided template; lock engine, resolution, palette, and technical constraints
- 3.Define the visual system: shape language, silhouette priorities, value structure, palette roles, materials, and edge treatment
- 4.Build an asset manifest listing every required asset, state, variant, size, pivot, source, and license
- 5.Approve one representative hero asset or small style board at actual game scale before producing the full set
- 6.Generate or source related assets as families, reusing the approved target as reference to maintain consistency
- 7.Normalize assets: crop, size, anchor, slice, name, and compress using image tools; validate alpha and dimensions
- 8.Run the bundled scripts (`asset_report.py` for constraints, `build_preview_sheet.py` for contact sheets) to QA the batch
Use cases
- Create a cohesive sprite family for a 2D platformer character with idle, walk, jump, and hurt states
- Build a tileset with proper seam repair and test it in a 3×3 grid before engine import
- Generate UI icons and buttons while keeping text and interaction code-native
- Establish a style guide and visual system before producing a full game's worth of assets
- Normalize and validate existing concept art, screenshots, and generated images for engine import
- Game developers building 2D or 3D games in any engine
- Artists and art directors defining visual systems and style bibles
- Teams delegating asset creation to AI tools while maintaining quality gates
- Developers managing existing assets that need controlled changes or cohesion audits
create-game-assets FAQ
No. Image generation is one production tool inside a controlled pipeline. Approve a representative hero asset first, then generate related assets as families to maintain consistency. For pixel art, use generation as a draft and enforce grid, palette, and frames with pixel tools. For 3D, author in a DCC and use concepts only as reference.
Lock the technical frame (engine, resolution, palette, lighting, view), define the visual system (shape language, edge treatment, detail density), approve one target asset, then reuse it as an edit/reference input for related assets. Keep palette, view, proportions, outline, and texture density invariant across the family.
The manifest lists every required asset, state, variant, size, pivot, collision role, source, license, and approval status. It separates production assets from disposable greybox placeholders, tracks provenance, and ensures nothing is forgotten during production or import.
Approval requires technical checks (exact size, usable alpha, correct color space, no clipped content) plus an in-engine or native-scale visual inspection. Check silhouette, scale, animation stability, seams, legibility, palette, collision fit, and compression artifacts. Use the bundled scripts to build contact sheets and run QA reports.
Build the brief and manifest, then source licensed assets or keep explicit greybox placeholders. This skill owns the art direction, constraints, normalization, and acceptance gates regardless of the production method.
Full instructions (SKILL.md)
Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.
name: create-game-assets description: Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
Create Game Assets
Turn a game's visual intent into a consistent, engine-ready asset set. Treat image generation as one production tool inside a controlled pipeline, never as proof that an asset is shippable.
Core workflow
- Inspect before inventing. Find existing screenshots, concept art, sprites, models, fonts, import settings, camera framing, target resolution, and naming conventions. Preserve a coherent existing direction unless the user asks for a redesign.
- Lock the technical frame. Record engine, 2D/3D, camera/view, native display size, asset
dimensions, world scale, transparency, palette, filtering, animation frames, texture budget,
and target platforms. Use
assets/art-direction-brief.mdas a copyable brief. - Name the visual system. Define shape language, silhouette priorities, value structure, palette roles, materials, lighting, detail density, edge treatment, and motion character. Use concrete visual properties; do not substitute a living artist's name for an art direction.
- Make an asset manifest. Copy
assets/asset-manifest.json, then list every required asset, state, variant, size, pivot, collision role, source, license, and approval status. Separate production assets from disposable greybox placeholders. - Approve one visual target. Create or select a representative hero asset or small style board before producing a full set. Judge it at actual game scale and against a gameplay background. If the user delegated the choice, pick the strongest viable direction and record the decision instead of blocking.
- Produce related assets as families. Reuse the approved target as an edit/reference input. Keep palette, view, proportions, lighting, outline, and texture density invariant. Generate small coherent batches; avoid unrelated one-off prompts that drift.
- Normalize deterministically. Crop, size, anchor, slice, name, compress, and check alpha with ordinary image/DCC tools. Never trust generated grids, transparency, seams, pivots, topology, or dimensions without inspection. Use the bundled scripts for raster QA and contact sheets.
- Import with engine-native settings. Set filtering, mipmaps, pixels-per-unit/world scale, color space, compression, sprite slicing, texture types, materials, and collision deliberately. Read the relevant engine skill before editing engine files.
- Validate in context. Inspect a contact sheet and the actual game at native resolution. Check silhouette, scale, animation stability, seams, legibility, palette, collision fit, memory, and compression artifacts. Iterate on the source asset, not only on runtime compensations.
- Record provenance. Keep the source URL/tool, license or generation note, edit history, and restrictions beside the manifest. Preserve embedded provenance metadata when the pipeline can.
Choose the production path
| Need | Default path |
|---|---|
| Existing asset needs a controlled change | Edit the original/reference; state what must remain unchanged |
| New 2D visual family | Approve seed → generate/source family → normalize → preview → import |
| True pixel art | Use generated work as a draft; enforce grid, palette, clusters, and frames with pixel tools |
| Tileable surface or tileset | Produce a small family; repair seams; test repeated 3×3 before approval |
| UI art or icons | Keep text and interaction code-native; prefer SVG/vector for simple geometric symbols |
| 3D model or material | Use concepts as reference; author/clean in a DCC; validate topology, UVs, scale, pivots, and LODs |
| No generation/edit tool is available | Build the brief and manifest; source licensed assets or keep explicit greybox placeholders |
| Audio asset | Route sound implementation and mixing to audio-design; still track source/license in the manifest |
Image-generation handoff
When a capable image generation or editing tool is installed, use it for live visual creation. If
the workspace exposes an imagegen skill, read and follow it for the actual generation/edit call;
this skill owns the game-art brief, constraints, normalization, and acceptance gates.
Build prompts from these blocks:
ROLE/PURPOSE: production asset for [gameplay role]
SUBJECT: [specific object/character and action]
VIEW: [orthographic/top-down/side/three-quarter], [camera and facing]
ART DIRECTION: [shape language], [palette roles], [materials], [edge treatment]
GAME-SCALE READ: [silhouette and focal details that must survive at WxH]
TECHNICAL OUTPUT: [dimensions/aspect], [transparent or scene background], [frame/slot count]
LOCKS: preserve [identity, proportions, palette, costume, lighting, line weight]
EXCLUDE: text, labels, mockup frames, scenery, duplicate objects, cropped edges, signatures
For edits, say both what changes and what stays fixed. Ask for transparent output through the tool's native transparency option when available, then verify the alpha channel—prompt wording alone does not guarantee transparency.
Raster QA recipes
Inspect constraints and emit a machine-readable report:
python scripts/asset_report.py assets/player-idle.png \
--expect-size 64x64 --require-alpha --max-colors 48 --json
Build a nearest-neighbor contact sheet over a checkerboard:
python scripts/build_preview_sheet.py output/player/*.png \
--out output/player-preview.png --columns 4 --cell-size 192
Run script paths relative to this skill directory, or resolve the installed skill path first.
Both scripts require Python 3.10+ and Pillow. Install the only dependency with
python -m pip install -r scripts/requirements.txt when it is not already available.
Quality gates
- Cohesion: related assets share palette roles, line/edge treatment, view, light direction, scale, and detail density.
- Gameplay read: silhouettes and state changes remain clear at native resolution, in motion, and over real backgrounds.
- Technical fit: exact size/frame count, usable alpha, stable anchors/pivots, correct color space/filtering, no clipped content, no accidental labels or baked mockup chrome.
- Animation: identity, volume, proportions, costume, facing, and baseline do not drift; timing and anticipation read in an in-engine preview.
- Tiles/backgrounds: required edges tile without seams; repetition is tolerable; parallax layers have intentional depth and no baked collision cues.
- 3D: transforms, scale, pivot, normals, UVs, materials, topology, rig, collision proxies, LODs, and runtime format are checked rather than inferred from a render.
- Rights: every shipped file has recorded provenance and terms compatible with the project.
Do not call an asset production-ready from a prompt result alone. Approval requires the relevant technical checks plus an in-engine or native-scale visual inspection.
References
- For visual-system decisions and maintaining consistency, read
references/art-direction.md. - For sprites, animation strips, tiles, backgrounds, UI art, and engine import settings, read
references/raster-pipeline.md. - For concept-to-mesh, textures, glTF/GLB, LOD, collision, and runtime validation, read
references/three-d-pipeline.md. - For licenses, generated-media records, and provenance, read
references/provenance.md.
Related skills
game-ui-uxfor layout, navigation, readability, and accessible interaction.game-feel,shader-programming, andaudio-designfor presentation after the source art fits.- Engine import/rendering skills such as
godot-tilemap,unity-tilemap-2d,pixijs-rendering, andthreejs-gltf-loading.
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