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Ai Asset Generation

Community
MRCalderon3D
ai-asset-generation

Generate real game assets (images, skyboxes, 3D models, SFX, music, voice, video) from text prompts through the provider registry, with provenance and acceptance gates.

Overview

PublisherMRCalderon3D
Repositoryeverything-game-dev-code
Skill nameai-asset-generation
Stars
85
Forks
13
Bundled files
Instructions only
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.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by MRCalderon3D on GitHub. Read the source before you install it.

Installation

Install the Ai Asset Generation 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.
  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/MRCalderon3D/everything-game-dev-code.git /tmp/everything-game-dev-code
mkdir -p .claude/skills
cp -r /tmp/everything-game-dev-code/skills/art-audio-content/ai-asset-generation .claude/skills/ai-asset-generation
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ai Asset Generation 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 Ai Asset Generation 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 Ai Asset Generation 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.

AI Asset Generation

Purpose

Generate production-candidate game assets from text prompts through the generative provider registry (manifests/asset-providers.json) so projects can move from procedural placeholders to real content without leaving the scaffold — while keeping generation engine-neutral, reproducible, provenance-tracked, and subject to the same acceptance gates as authored content.

Optional Capability — Gate Before Use

AI generation is an optional layer, not a dependency. It is available only when the active provider's API key is set in the environment (FAL_KEY for the default fal.ai provider). The scaffold's asset workflow does not require it:

  • Key present → this skill is available; the project may upgrade placeholders to generated content.
  • Key absent → this skill is inert. Fall back to the default scaffold tooling exactly as before the capability existed — placeholder-asset-pipeline and the engine placeholder commands (/unity-placeholders, /godot-placeholders, /web-placeholders) for sprites, 3D primitives, and procedural audio. A project built entirely on placeholders is a fully valid, shippable-to-prototype outcome; generation is an enhancement, never a gate.

Detecting the gate is cheap: the generator (scripts/generate-assets.js) reads the key from the environment and reports clearly when it is missing, pointing back to the placeholder path. Never fabricate or hand-place assets to "stand in" for the API.

Resolution Order and Cost

  • Prefer free before paid. For image/skybox (the registry's nativeFirstCapabilities), if the running harness has a native image generator (e.g. Codex $imagegen), use it instead of the paid API — keep the same names, paths, and acceptance gates. Fall to the API only when no native generator exists and a key is set; fall to placeholders otherwise. model3d/sfx/music/speech/ video have no native path — API or placeholders only.
  • Confirm before spending. Every run prints an estimated cost; the generator refuses runs at or above confirmOverUsd without --yes. For a single asset the user explicitly asked for, dry-run, show the estimate, and proceed if cheap. For autonomous or batch flows, get a clear yes on the total before running. Iterate on the cheap default model; reserve the expensive alternative and video for finals.
  • Quality vs price tier. Ask the user once, before a batch, which tier to use — budget, balanced, or premium — and pass --quality (default balanced). The registry's byQuality map picks the model per capability (e.g. image: flux-schnell / nano-banana-2 / nano-banana-pro; video: Wan / Seedance / Veo). Budget can keep a whole video run under the cost gate; premium crosses it and needs --yes. Tier sets the spend; the gate prevents surprises.

Use When

  • placeholder assets exist and the project is ready to upgrade them to real content
  • a game needs images, textures, skyboxes, 3D models, sound effects, music, voice lines, or intro/cinematic video that no artist is available to produce
  • concept art needs to be lifted into 3D (image-to-3D) or into motion (image-to-video)
  • the team wants reproducible asset generation runs (prompt + seed + model recorded) instead of one-off results pasted from a chat tool

Inputs

  • the provider registry (manifests/asset-providers.json) and a valid API key in the provider's apiKeyEnv environment variable (never committed)
  • art bible or visual direction document, and the audio direction where relevant
  • asset inventory: which entities need which asset type, at which target size or length
  • the placeholder manifest of the project, so generated files can adopt the same names and paths (drop-in replacement contract)
  • a staging directory outside the engine's import folders

Process

  1. classify each requested asset by capability: image, skybox, model3d, sfx, music, speech, or video
  2. define the acceptance contract before generating (for raster assets this is the generated-raster-asset-pipeline contract: background policy, display size, collision envelope; for audio: length, loopability, loudness target; for 3D: poly budget, scale, pivot; for video: duration, aspect ratio, codec)
  3. resolve the model from the registry — do not hardcode model ids in project code; pass --model only to deviate intentionally
  4. dry-run first to review the resolved payload: node scripts/generate-assets.js --type <capability> --prompt "..." --out <staging> --dry-run
  5. generate with a fixed --seed where the model supports it, iterating on the cheap/fast default model and switching to the higher-fidelity alternative for finals
  6. review candidates against the acceptance contract before any engine import
  7. move accepted files into the project under the placeholder names and paths, keep the .provenance.json sidecar next to each accepted asset, and record raster assets in the project's generated-assets.json manifest
  8. import through the active engine layer only (Unity/Unreal/Godot/web import rules stay in their engine packs), then run the matching review command (/art-2d-pass, /art-3d-pass, /audio-pass)

Outputs

  • generated asset files in neutral formats (PNG, GLB, MP3/WAV, MP4) staged and then integrated under the project's existing names and paths
  • a .provenance.json sidecar per generation run: provider, model, prompt, seed, request id, timestamp, source URLs, license note
  • updated generated-assets.json entries for accepted raster assets
  • a short generation log in the project docs: what was generated, with which model, what was rejected and why

Quality Bar

  • every generated file has a provenance sidecar; an asset without provenance is treated as unlicensed third-party content
  • generation is reproducible: prompt, seed, and model id recorded, so a lost file can be regenerated or deliberately re-rolled
  • generated assets pass the same acceptance gates as authored content — no "the AI made it" exemption from naming, budget, or review rules
  • engine isolation holds: the generation step never writes into engine-specific import folders directly
  • cost is managed deliberately: iterate cheap, finalize expensive, and dry-run video (the costliest capability) before batch runs

Common Failure Modes

  • hardcoding a model id in project code or docs and having it rot when the provider catalog rotates — the registry is the only source of truth
  • accepting a "transparent" sprite with a baked checkerboard background (run the raster acceptance contract; validate:generated-assets catches PNGs)
  • treating a generated skybox as valid without checking the equirectangular 2:1 projection and horizon continuity
  • importing a generated GLB at the wrong scale because the poly/scale/pivot contract was never defined before generation
  • generating voice lines outside the localization pipeline and discovering the text was never source-controlled
  • burning budget on video generation iterations that an image-to-video workflow with an accepted still would have art-directed for a fraction of the cost

Related Agents

  • technical-artist
  • 2d-artist
  • audio-designer

Related Commands

  • generate-assets
  • art-2d-pass
  • art-3d-pass
  • audio-pass

Related Skills

  • generated-raster-asset-pipeline
  • placeholder-asset-pipeline
  • 3d-asset-pipeline
  • cinematic-pipeline
  • audio-implementation

Notes

  • The registry's default provider is fal.ai because a single pay-per-use key covers every capability; the design is provider-agnostic and a second provider is a manifest entry away.
  • Rigging and animation of generated 3D models are out of scope for the current registry — generated meshes are static; route rigging through the rigging-skinning-pipeline skill and a dedicated tool or provider.
  • An optional fal-media MCP server (see mcp-configs/mcp-servers.json) exposes the same catalog interactively for exploration; reproducible production runs should go through scripts/generate-assets.js so provenance is written.

Frequently asked questions

What does the Ai Asset Generation AI skill do?

Generate real game assets (images, skyboxes, 3D models, SFX, music, voice, video) from text prompts through the provider registry, with provenance and acceptance gates.

Why use Ai Asset Generation on TypingMind?

Because you install it once and use it with any model. Ai Asset Generation 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 Ai Asset Generation in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/MRCalderon3D/everything-game-dev-code/tree/main/skills/art-audio-content/ai-asset-generation. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Ai Asset Generation?

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 Ai Asset Generation?

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

Is the Ai Asset Generation AI skill free?

Yes. It is published on GitHub by MRCalderon3D 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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