Game Assets logo

Game Assets

Organization
glifxyz
game-assets

Make art and media for a game you are building with Glif: character reference sheets, consistent characters, pixel-art sprite sheets with animation cycles, seamless and PBR textures, 3D models, item and ability icons, and trailers. Saves files where the engine expects them. Use when: "character sheet", "let's create a character sheet", "same character in every scene", "sprite sheet", "run cycle", "pixel art character", "tileset", "seamless texture for my game", "PBR materials", "3D model for Unity/Godot/three.js", "ability icons", "game trailer", "I need a cool logo for my game". NOT for: the game's logo or app icon (use app-icons-and-logos), music and sound effects (use audio-and-video), store graphics (use app-promo-materials).

Overview

Publisherglifxyz
Repositoryglif-mcp-server
Skill namegame-assets
Stars
215
Forks
32
Bundled files
1
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by glifxyz on GitHub. Read the source before you install it.

Installation

Install the Game Assets AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/glifxyz/glif-mcp-server/tree/main/skills/game-assets
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/glifxyz/glif-mcp-server.git /tmp/glif-mcp-server
mkdir -p .claude/skills
cp -r /tmp/glif-mcp-server/skills/game-assets .claude/skills/game-assets
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Assets in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Game Assets on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Game Assets is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Make game art that fits the engine and stays consistent. The user's explicit instructions come first, within host safety rules.

1. Set the style once

Before making anything, agree on:

  • art style: pixel art (and resolution, such as 32×32), hand-painted, cel-shaded, low-poly, PS1 retro, realistic...
  • palette and mood, and any reference art (upload it with upload_file)
  • the engine and folder layout: Unity Assets/Art/, Godot res://assets/, web games public/assets/

Start with a character reference sheet for each main character: front, side and back views, expressions, colors and key items. Every later asset uses it as a reference, so characters stay the same. Show it and let the user approve it first.

2. Ask for engine-ready output

AssetPut in the brief
Sprite sheetFrame size, frame count and layout (for example an 8-frame run cycle, 64×64 per frame, one row), solid background removed to transparent, plus a preview GIF.
TilesetTile size, which tiles (ground, edges, corners) and that edges match.
Seamless texture1:1, power-of-two size (1024, 2048 or 4096), tileable on every edge, no baked lighting or shadows.
PBR materialThe albedo plus normal, displacement and specular or roughness maps at the same size.
3D modelWhat it is, rough poly budget, and the file format the engine wants, such as GLB.
IconsOne sheet in a shared style, then each icon cut out on transparency at the size the UI uses.
TrailerLength, aspect ratio, key moments and music mood. It uses generated footage, so label it as a concept, not gameplay.

Generation spends credits. A request for the asset is approval. Batch related assets in one compose_project call and keep using the same project_id so the style carries over. Share the projectUrl, and follow runs with get_job_status, passing the jobId as job_id.

3. Check before using

Download with curl -fsSL "<media url>" -o <path> into the engine's folder. Never overwrite existing art; add -v2.

  • Sprites: frames are evenly spaced and the same size, and the background is truly transparent. Slice locally if the engine needs single frames.
  • Textures: view one tiled 2×2 or 4×4 and look for seams.
  • 3D: open the model in the engine or a viewer, and check its scale and orientation.
  • Pixel art: import with point (nearest) filtering, no compression.

Report what you made, where it lives and the projectUrl.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Game Assets AI skill do?

Make art and media for a game you are building with Glif: character reference sheets, consistent characters, pixel-art sprite sheets with animation cycles, seamless and PBR textures, 3D models, item and ability icons, and trailers. Saves files where the engine expects them. Use when: "character sheet", "let's create a character sheet", "same character in every scene", "sprite sheet", "run cycle", "pixel art character", "tileset", "seamless texture for my game", "PBR materials", "3D model for Unity/Godot/three.js", "ability icons", "game trailer", "I need a cool logo for my game". NOT for: t...

Why use Game Assets on TypingMind?

Because you install it once and use it with any model. Game Assets is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Game Assets in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/glifxyz/glif-mcp-server/tree/main/skills/game-assets. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Game Assets?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Game Assets?

As many as you like. As long as a model supports skills, you can use Game Assets with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Game Assets AI skill free?

Yes. It is published on GitHub by glifxyz under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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