create-game-assets
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ChineseCreate Game Assets
制作游戏资产
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.
将游戏的视觉构想转化为一套风格统一、可直接用于引擎的资产集。将图像生成视为受控流程中的一种生产工具,而非资产可交付的证明。
Core workflow
核心工作流程
- 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 as a copyable brief.
assets/art-direction-brief.md - 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 , then list every required asset, state, variant, size, pivot, collision role, source, license, and approval status. Separate production assets from disposable greybox placeholders.
assets/asset-manifest.json - 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.
- 先调研再创作。 查找现有截图、概念艺术、sprites、模型、字体、导入设置、镜头构图、目标分辨率及命名规范。除非用户要求重新设计,否则需保持现有风格的连贯性。
- 锁定技术框架。 记录引擎类型、2D/3D、镜头/视角、原生显示尺寸、资产维度、世界缩放比例、透明度、调色板、过滤方式、动画帧、纹理预算及目标平台。可复制 作为参考 brief。
assets/art-direction-brief.md - 定义视觉系统。 明确造型语言、剪影优先级、明暗结构、调色板角色、材质、光影、细节密度、边缘处理及动态特征。使用具体的视觉属性描述,不要用艺术家姓名替代美术指导方向。
- 制作资产清单。 复制 ,列出所有所需资产的状态、变体、尺寸、轴心点、碰撞角色、来源、许可证及审批状态。区分生产用资产与一次性灰盒占位符。
assets/asset-manifest.json - 确认视觉目标。 在制作完整资产集前,创建或选择一个代表性的核心资产或小型风格板。以实际游戏比例并结合游戏背景进行评估。若用户授权决定,选择最可行的方向并记录决策,避免停滞。
- 按系列制作关联资产。 将已确认的目标资产作为编辑/参考输入。保持调色板、视角、比例、光影、轮廓及纹理密度不变。生成小型连贯批次的资产;避免使用无关的一次性提示导致风格偏移。
- 确定性标准化。 使用常规图像/DCC工具进行裁剪、调整尺寸、锚定、切片、命名、压缩及透明度检查。未经检查,切勿信任生成的网格、透明度、接缝、轴心点、拓扑结构或维度。使用附带脚本进行光栅图质量检测和联络表单制作。
- 按引擎原生设置导入。 刻意设置过滤方式、Mipmap、像素/单位比例/世界缩放、色彩空间、压缩方式、sprite切片、纹理类型、材质及碰撞属性。编辑引擎文件前,请阅读相关引擎skill。
- 上下文验证。 检查联络表单及原生分辨率下的实际游戏画面。验证剪影、比例、动画稳定性、接缝、可读性、调色板、碰撞适配、内存占用及压缩 artifacts。针对源资产进行迭代,而非仅依赖运行时补偿。
- 记录来源。 在清单旁保存源URL/工具、许可证或生成说明、编辑历史及限制条件。若流程允许,保留嵌入的来源元数据。
Choose the production path
选择生产路径
| 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 |
| 需求 | 默认路径 |
|---|---|
| 现有资产需受控修改 | 编辑原始/参考资产;明确需保留不变的内容 |
| 新2D视觉资产系列 | 确认种子资产 → 生成/获取系列资产 → 标准化 → 预览 → 导入 |
| 纯像素艺术 | 将生成作品作为草稿;使用像素工具严格执行网格、调色板、像素簇及帧要求 |
| 可平铺表面或瓦片集 | 制作小型系列资产;修复接缝;在审批前测试3×3重复平铺效果 |
| UI art或图标 | 文本和交互逻辑采用代码原生实现;简单几何符号优先使用SVG/矢量格式 |
| 3D模型或材质 | 将概念图作为参考;在DCC中创作/清理;验证拓扑结构、UV、比例、轴心点及LOD |
| 无生成/编辑工具可用 | 制作brief和清单;获取授权资产或保留明确的灰盒占位符 |
| 音频资产 | 将音效实现及混音交由 |
Image-generation handoff
图像生成交接
When a capable image generation or editing tool is installed, use it for live visual creation. If
the workspace exposes an skill, read and follow it for the actual generation/edit call;
this skill owns the game-art brief, constraints, normalization, and acceptance gates.
imagegenBuild prompts from these blocks:
text
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, signaturesFor 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.
若已安装可用的图像生成或编辑工具,可用于实时视觉创作。若工作区提供 skill,请阅读并遵循其指引进行实际生成/编辑操作;本skill负责游戏美术brief、约束条件、标准化及验收标准。
imagegen从以下模块构建提示词:
text
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进行编辑时,需同时说明修改内容和保留内容。若工具支持原生透明选项,请求输出透明背景,然后验证alpha通道——仅靠提示词无法保证透明度。
Raster QA recipes
光栅图质量检测方案
Inspect constraints and emit a machine-readable report:
bash
python scripts/asset_report.py assets/player-idle.png \
--expect-size 64x64 --require-alpha --max-colors 48 --jsonBuild a nearest-neighbor contact sheet over a checkerboard:
bash
python scripts/build_preview_sheet.py output/player/*.png \
--out output/player-preview.png --columns 4 --cell-size 192Run 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
when it is not already available.
python -m pip install -r scripts/requirements.txt检查约束条件并生成机器可读报告:
bash
python scripts/asset_report.py assets/player-idle.png \
--expect-size 64x64 --require-alpha --max-colors 48 --json在棋盘格背景上构建最近邻插值联络表单:
bash
python scripts/build_preview_sheet.py output/player/*.png \
--out output/player-preview.png --columns 4 --cell-size 192脚本路径相对于本skill目录,或先解析已安装的skill路径。两个脚本均需Python 3.10+及Pillow。若未安装依赖,执行 进行安装。
python -m pip install -r scripts/requirements.txtQuality gates
质量验收标准
- 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.
- 连贯性: 关联资产共享调色板角色、线条/边缘处理、视角、光照方向、比例及细节密度。
- 游戏可读性: 在原生分辨率、动态状态及真实背景下,剪影和状态变化保持清晰。
- 技术适配: 尺寸/帧数准确、透明度可用、锚点/轴心点稳定、色彩空间/过滤方式正确、无内容裁剪、无意外标签或 baked 模拟边框。
- 动画: 角色身份、体积、比例、服饰、朝向及基准状态无偏移;在引擎预览中, timing 和预期动作清晰可辨。
- 瓦片/背景: 所需边缘可无缝平铺;重复度在可接受范围内;视差图层具有明确深度,无 baked 碰撞提示。
- 3D资产: 检查变换、比例、轴心点、法线、UV、材质、拓扑结构、绑定、碰撞代理、LOD及运行时格式,而非从渲染结果推断。
- 版权: 每个交付文件均有记录的来源及与项目兼容的使用条款。
仅通过提示词生成的结果不能直接判定为可交付资产。需完成相关技术检查,并在引擎或原生比例下进行视觉检查后方可审批通过。
References
参考资料
- 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
- 关于视觉系统决策及保持一致性,请阅读 。
references/art-direction.md - 关于sprites、动画条、瓦片、背景、UI art及引擎导入设置,请阅读 。
references/raster-pipeline.md - 关于概念图转网格、纹理、glTF/GLB、LOD、碰撞及运行时验证,请阅读 。
references/three-d-pipeline.md - 关于许可证、生成媒体记录及来源,请阅读 。
references/provenance.md
Related skills
相关技能
- for layout, navigation, readability, and accessible interaction.
game-ui-ux - ,
game-feel, andshader-programmingfor presentation after the source art fits.audio-design - Engine import/rendering skills such as ,
godot-tilemap,unity-tilemap-2d, andpixijs-rendering.threejs-gltf-loading
- :用于布局、导航、可读性及无障碍交互设计。
game-ui-ux - 、
game-feel及shader-programming:用于源美术适配后的呈现优化。audio-design - 引擎导入/渲染技能,如 、
godot-tilemap、unity-tilemap-2d及pixijs-rendering。threejs-gltf-loading