Generates production-candidate game assets (images, skyboxes, 3D models, SFX, music, voice, video) from text prompts via a provider registry, with provenance tracking and cost gates.
How this skill is triggered — by the user, by Claude, or both
Slash command
/everything-game-dev-code:ai-asset-generationThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Generate production-candidate game assets from text prompts through the generative
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.
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:
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.
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.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.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.manifests/asset-providers.json) and a valid API key in the
provider's apiKeyEnv environment variable (never committed)image, skybox, model3d,
sfx, music, speech, or videogenerated-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)--model only to deviate intentionallynode scripts/generate-assets.js --type <capability> --prompt "..." --out <staging> --dry-run--seed where the model supports it, iterating on the
cheap/fast default model and switching to the higher-fidelity alternative for finals.provenance.json sidecar next to each accepted asset, and record raster
assets in the project's generated-assets.json manifest/art-2d-pass, /art-3d-pass, /audio-pass).provenance.json sidecar per generation run: provider, model, prompt, seed,
request id, timestamp, source URLs, license notegenerated-assets.json entries for accepted raster assetsvalidate:generated-assets catches PNGs)rigging-skinning-pipeline skill and a dedicated tool or provider.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.npx claudepluginhub mrcalderon3d/everything-game-dev-codeRoutes asset creation requests to the appropriate specialist skill based on media type (2D, 3D, audio, video, animation, VFX). Disambiguates via clarifying questions then dispatches to dedicated pipelines.
Defines acceptance, validation, and runtime integration rules for raster assets (sprites, UI, backgrounds) generated by image models before they become project content.
Transforms raw game ideas into complete Unity development plans with AI-generated assets, scene blueprints, music/SFX prompts, and step-by-step procedures using Unity 6+ and modern AI tools.