threejs-image-generator
majidmanzarpour/threejs-game-skills
Generate and edit 2D game assets for Three.js with Google's Gemini image API.
What is threejs-image-generator?
Creates and refines 2D images for Three.js games using Gemini's image generation and editing capabilities. Use it to produce concept art, textures, UI elements, backgrounds, and image-to-3D reference sources that feed into 3D asset pipelines.
- Generate concept sheets, character/creature references, and image-to-3D inputs from text prompts
- Create texture and material references (terrain, metal, sci-fi panels, decals, signs)
- Produce environment plates (skies, backdrops, horizons, parallax layers) for game scenes
- Design UI art including logos, icons, badges, panels, and title screens
- Edit existing images with style variants, cleanup, palette alignment, and refinement
- Support multiple resolutions (1K for drafts, 2K for production, 4K for hero assets)
How to install threejs-image-generator
npx skills add https://github.com/majidmanzarpour/threejs-game-skills --skill threejs-image-generator- Google Gemini API key (set via --api-key flag or GEMINI_API_KEY environment variable)
- uv (Python package runner)
- Three.js game project with assets/ directory structure
How to use threejs-image-generator
- 1.Verify API key availability by running: uv run <skill-dir>/scripts/generate_image.py probe
- 2.For text-to-image generation, run: uv run <skill-dir>/scripts/generate_image.py --prompt "description" --filename assets/output.png --resolution 2K
- 3.For image editing, provide an input image: uv run <skill-dir>/scripts/generate_image.py --input-image assets/source.png --prompt "edit description" --filename assets/output.png
- 4.Choose resolution: 1K for quick concepts, 2K for production references (default), 4K for hero splash art
- 5.Save outputs to appropriate directories: assets/concepts/ for concepts and image-to-3D sources, assets/textures/ for textures, assets/ui/ for UI art
- 6.Inspect generated images in your game before using them for downstream tasks like image-to-3D conversion
Use cases
- Generate a clean 3D-ready reference image of a spaceship for image-to-3D conversion
- Create a seamless PBR texture for rocky terrain with clear material variation
- Design faction logos and ability badges for a game's UI system
- Produce a wide sky plate with layered depth for a Three.js scene background
- Edit a character concept to show battle-worn armor with clearer material zones
- Game developers building Three.js projects
- 3D artists needing 2D reference sources for modeling
- UI/UX designers creating game interface assets
- Concept artists iterating on game visuals
- Teams using image-to-3D pipelines for asset generation
threejs-image-generator FAQ
Google's Gemini image API key, provided via --api-key flag or GEMINI_API_KEY environment variable. Keys should never be stored in skill files or game code.
Use 1K for quick concepts and draft sheets, 2K (default) for production references and image-to-3D inputs, and 4K for hero splash art and high-detail texture references.
Yes. Provide an --input-image path along with a --prompt describing the edits (style variants, cleanup, palette alignment, etc.) to refine existing images.
Save concept and image-to-3D sources to assets/concepts/, textures to assets/textures/, and UI art to assets/ui/. Hand image-to-3D sources to the threejs-3d-generator skill by file path.
The skill distinguishes invalid input and authentication errors from transient service failures. Preserve existing files, check the provider result, and continue independent game work while only dependent image work is blocked.
Full instructions (SKILL.md)
Source of truth, from majidmanzarpour/threejs-game-skills.
name: threejs-image-generator description: "Generate and edit 2D image assets for Three.js games with Google's Gemini image API: concept sheets, image-to-3D inputs, texture and material references, sky and background plates, decals, logos, icons, GUI art, title and menu art, and marketing stills. Also use for direct image editing when the user supplies an image path."
Three.js Image Generator
The 2D layer for Three.js games: concepts, textures, decals, UI art, and the source images that feed threejs-3d-generator for image-to-3D.
Resolve <this-skill-dir> from the actual loaded skill file. Resolve sibling skills beside it first, then use the runner's discovered paths. Do not mix installed versions or assume a particular home directory.
When to use
- Image-to-3D references: characters, creatures, buildings, ships, cars, weapons, props, pickups, terrain modules.
- Texture and material references: terrain, road, rock, sand, metal, sci-fi panels, trim sheets, decals, hazard labels, signs.
- Environment plates: skies, backdrops, city horizons, nebulas, menu backgrounds, parallax layers.
- UI art: logos, faction marks, icons, item cards, ability badges, cockpit decals, GUI panels, title art.
- Editing an existing image: style variants, cleanup, palette alignment, concept refinement.
For premium graphics work with generation in scope, generate the high-value 2D surfaces rather than defaulting to hand-coded CSS and flat colors. Respect explicitly procedural art and external-service restrictions. Choose assets from the game's design, not a fixed quota of logos, skies, or icons.
API key
The script reads --api-key or GEMINI_API_KEY. Keys never go in skill files, game code, or reports.
uv run <this-skill-dir>/scripts/generate_image.py probe # GEMINI_API_KEY=SET|MISSING
Keys defined only in a shell profile can be absent from the process env. If the plain probe unexpectedly prints MISSING, use threejs-game-director/scripts/probe_asset_credentials.sh, which sources the profile and probes all three providers.
Commands
Run from the game project so output lands in it:
uv run <this-skill-dir>/scripts/generate_image.py \
--prompt "your image description" --filename assets/concepts/output.png --resolution 2K
uv run <this-skill-dir>/scripts/generate_image.py \
--input-image assets/concepts/ship.png \
--prompt "battle-worn red racing livery with clearer material zones" \
--filename assets/concepts/ship-red-livery.png --resolution 2K
Resolution: 1K for quick concepts, icons, and draft sheets · 2K (the default) for production references, image-to-3D, textures, backgrounds, UI panels · 4K for hero splash art, high-detail texture references, and large sky plates.
Prompt patterns
Image-to-3D reference:
Create a clean 3D-generation reference image of [asset]. Centered single object, full object visible, plain light background, readable silhouette, clear material zones, game-ready [genre/style], no motion blur, no cropped parts, no text.
Riggable character or creature:
Create a full-body [T-pose / A-pose / side-view creature] reference for 3D rigging: [details]. Symmetric stance, visible hands/feet/limbs, plain background, readable costume and anatomy layers, no weapon fused to hands.
Texture or material:
Create a seamless game texture reference for [surface]. Orthographic top-down, PBR-friendly albedo, clear material variation, no perspective, no baked strong shadows, [style details].
Logo, icon, or UI art:
Create a crisp game UI [logo/icon/badge/panel] for [faction/item/ability]. Transparent-friendly silhouette, high contrast at small size, [genre styling], no tiny unreadable text.
Sky or background:
Create a wide game background plate of [environment]. Layered depth, readable horizon, [time/weather/style], suitable behind a real-time Three.js scene, no foreground subject.
Integration
Save concepts and image-to-3D sources under assets/concepts/; textures, decals, icons, and GUI sources under assets/textures/, assets/decals/, or assets/ui/. Hand image-to-3D sources to threejs-3d-generator by path.
Convert PNGs to runtime formats deliberately: PNG where alpha matters (UI, icons, decals), JPG/WebP/KTX2 for larger opaque textures where the pipeline supports it. The API is a tooling step — never called from game code.
Inspect the image before spending on image-to-3D or dependent variants. Check how runtime images look in the game, not just that the file was written. Preserve useful existing images when the user changes requirements, and update the project note instead of regenerating everything.
Recovery
For coordinated games use the director's references/asset-recovery.md. Missing credentials or exhausted credits permit an honest local alternative; a transient error does not. Distinguish invalid input and authentication from service failures. Do not blindly retry an uncertain paid generation: preserve existing files and reconcile the provider result first. This command has no Tripo-style task resume interface. Continue independent game work while only the dependent image work is blocked.
Report
Prompt and purpose, output path, resolution, whether it was used directly, edited further, or handed to threejs-3d-generator, and any remaining work such as compression, UV assignment, alpha cleanup, or atlas packing.
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