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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).

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SKILL.md
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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.