Placeholder Asset Pipeline logo

Placeholder Asset Pipeline

Community
MRCalderon3D
placeholder-asset-pipeline

Define creation, naming, and replacement rules for placeholder assets so the game is testable before final art exists.

Overview

PublisherMRCalderon3D
Repositoryeverything-game-dev-code
Skill nameplaceholder-asset-pipeline
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 Placeholder Asset Pipeline 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/placeholder-asset-pipeline .claude/skills/placeholder-asset-pipeline
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Placeholder Asset Pipeline 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 Placeholder Asset Pipeline 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 Placeholder Asset Pipeline 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.

Placeholder Asset Pipeline

Purpose

Define creation, naming, and replacement rules for placeholder assets so the game is visually testable and gameplay-verifiable before final art, audio, or VFX assets are produced.

Use When

  • core systems are implemented but no final assets exist yet
  • the game needs to be runnable for playtesting or QA before art delivery
  • new entities are added and need immediate visual representation for testing
  • final assets are being swapped in and the drop-in replacement path needs validation

Inputs

  • entity list from the GDD or milestone plan (player, enemies, collectibles, environment, UI)
  • gameplay scale and collision requirements per entity
  • folder structure and naming convention from the art bible or project setup
  • target platform constraints (resolution, texture budget)

Process

  1. inventory all entities that need visual representation for the current milestone
  2. generate placeholder assets (colored sprites for 2D, flat-color 3D primitives for 3D, procedural audio for sounds) at correct gameplay scale
  3. place placeholders in the same folder path and with the same file name that final assets will use
  4. wire placeholders into prefabs or scenes so the game is immediately playable
  5. document the replacement checklist — what to swap, where, and how to validate after swapping

Outputs

  • placeholder assets for all milestone entities (sprites or 3D primitives, prefabs/scenes, procedurally generated audio clips)
  • drop-in replacement guide (file paths, naming, validation steps)
  • scene or prefab configuration with placeholders wired and playable
  • replacement validation checklist

Quality Bar

  • every placeholder uses the exact name and path that the final asset will use — zero code changes on swap
  • placeholder scale matches gameplay requirements — colliders and physics work correctly
  • the game is fully playable with placeholders alone — no missing references or null errors
  • the replacement guide is complete enough that a non-programmer can swap assets

Common Failure Modes

  • placeholder names that do not match the final asset convention, causing rework on swap
  • incorrect scale that makes gameplay testing unreliable
  • missing placeholder for an entity that blocks testing of a system
  • placeholders wired into code by reference rather than by name, breaking the drop-in path

Related Agents

  • 2d-artist
  • technical-artist
  • unity-reviewer
  • godot-reviewer
  • web-reviewer

Related Commands

  • unity-placeholders
  • godot-placeholders
  • web-placeholders
  • scene-bootstrap
  • art-2d-pass

Related Skills

  • generated-raster-asset-pipeline
  • ai-asset-generation

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
  • This skill is engine-neutral. Engine-specific placeholder commands (e.g. /unity-placeholders) implement the concrete generation step using this skill's standards.
  • Tracked asymmetry: Unity, Godot, and web have concrete placeholder generation commands (/unity-placeholders plus /scene-bootstrap, /godot-placeholders, /web-placeholders), each covering 2D sprites, 3D primitives, and procedural audio. An Unreal equivalent is a deliberate pending decision, not an oversight — until it exists, apply this skill's standards manually there.
  • 3D placeholders are procedural primitives (box, sphere, capsule, plane) with one flat-color material per entity category, at correct gameplay scale with matching collision so physics, navigation, and camera framing are testable before final models exist.
  • Audio placeholders should be procedurally generated (sine waves, square waves, noise, pitch sweeps) — not silent stubs. A placeholder sound that represents the intended audio event (e.g. a rising tone for a coin collect, a short burst for a jump) makes gameplay testing far more effective than silence.
  • If placeholders are later replaced with generated raster art, hand off to generated-raster-asset-pipeline before acceptance so transparency and runtime-size issues are caught during the swap.
  • This placeholder pipeline is the DEFAULT and always-available asset path. AI generation (ai-asset-generation + /generate-assets) is an optional upgrade that only applies when a provider API key is present; when it is absent, this pipeline is the complete workflow, unchanged. Generated assets, when used, drop onto the exact names and paths produced here.

Frequently asked questions

What does the Placeholder Asset Pipeline AI skill do?

Define creation, naming, and replacement rules for placeholder assets so the game is testable before final art exists.

Why use Placeholder Asset Pipeline on TypingMind?

Because you install it once and use it with any model. Placeholder Asset Pipeline 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 Placeholder Asset Pipeline 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/placeholder-asset-pipeline. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Placeholder Asset Pipeline?

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 Placeholder Asset Pipeline?

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

Is the Placeholder Asset Pipeline 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.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇