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Found 25 Skills
Game asset engineer that creates pixel art sprites, animated characters, and visual entities for browser games. Use when a game needs better character art, enemy sprites, item visuals, or any upgrade from basic geometric shapes to recognizable pixel art.
MSW `.map` / `.ui` / `.gamelogic` / `.model` 에셋과 `world.yaml` 을 버전 고정된 `@choigawoon/msw-vfs-cli`(npx) 로 읽고·탐색·편집·변환하는 스킬. '맵 구조 확인', '맵 엔티티 목록', 'UI 계층', 'HP바/텍스트 조사', 'entity 값 수정', '컴포넌트 추가/삭제', '.model 값 편집', 'YAML export/import', 'world 빌드', '.map/.ui/.gamelogic/.model 파일 분석' 요청 시 사용. L1(경로 기반 VFS) + L2(entity 단위) + .model + YAML/World 모두 지원.
Replace geometric shapes with pixel art sprites — recognizable characters, enemies, and items with optional animation
Generate custom 3D models from text or images using Meshy AI, then auto-rig and animate them for Three.js games. The preferred source for all 3D game assets.
Generate 3D models from text or images via fal.ai. Useful for game assets, AR previews, product mockups, and concept sculpting.
Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review.
Tileset generation guide for SpriteCook. Use with spritecook-workflow-essentials when generating autotile tilesets through SpriteCook MCP tools, choosing tile sizes, using reference/edit/style asset IDs, and saving generated tileset asset IDs.
Source-anchored design rules for YooAsset v2.3.18
Use when making pixel art with Layer: sprites, retro game characters, pixel icons, pixel tiles, or a sprite sheet and walk cycle. Also when generated pixel art comes back blurry, anti-aliased, or at the wrong grid size, and when packing separate frames into a sheet or cutting an existing sheet into frames. Keywords: pixel art, sprite, sprite sheet, spritesheet, 16-bit, 32x32, walk cycle, animation frames, palette, dithering, pack, split.
Everyday and hero prop modeling for furniture, tools, household objects, kitbash parts, and readable game props. Use when hard-surface is too sci-fi/mechanical and the asset is a grounded prop.
Use when generating or editing game and entertainment assets on Layer through MCP: images, video, 3D meshes, audio, sprites, textures, or marketing creative. Also when choosing a Layer base model, pricing a run in Creative Units before spending them, uploading reference files, polling a generation, applying a trained style, or recovering from MODEL_NOT_FOUND, INSUFFICIENT_BALANCE, RATE_LIMITED, or a silently degraded reference set.
Build a game-ready 3D asset in Blender from reference images (concept art, photos, turnarounds, sketches, screenshots) for any category, including characters, creatures, architecture, vehicles, props, weapons and environment pieces, through gated phases with rendered evidence compared against the reference. Use this whenever a user supplies or mentions a reference image and wants a 3D model or game asset made from it (modelled, blocked out, sculpted, retopologised, textured, rigged, animated or exported for a game engine), even when Blender is not named. Includes bpy scripts for scene calibration, review renders matched to the reference camera, silhouette measurement, validation, baking, GLB/FBX export with manifests, and clean reimport.