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game-asset-pipeline

Prepare, import, validate, and optimize game models, textures, materials, rigs, animation, audio, collision, and level assets across engines.

Skill by metaspartan

IndexedMIT★ 32
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Install

Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/metaspartan-game-asset-pipeline

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Prepare, import, validate, and optimize game models, textures, materials, rigs, animation, audio, collision, and level assets across engines. Use when asset quality, compatibility, memory, or build size is in scope.

Use cases: data

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Permissions

What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.

Tools
No tools found
Secrets
None asked for
Install scripts
None found

Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/game-asset-pipeline

What's inside

Skill name
game-asset-pipeline
Description
Prepare, import, validate, and optimize game models, textures, materials, rigs, animation, audio, collision, and level assets across engines. Use when asset quality, compatibility, memory, or build size is in scope.
License
MIT
Instructions
33 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# Game asset pipeline

## Inspect the contract

Identify the source format, source-control policy, engine import settings, runtime format, units, axes, pivots, naming, material model, texture budgets, animation conventions, collision strategy, and target platforms.

Use the separate `blender-mcp` skill when Blender is connected and source scene edits are required.

## Pipeline rules

- Preserve editable source assets separately from optimized runtime output.
- Keep units, orientation, pivots, skeleton naming, and animation root motion consistent.
- Reuse materials and texture sets where practical.
- Choose texture compression and resolution for the target platform and visible screen size.
- Define collision proxies and levels of detail intentionally.
- Keep importer settings reproducible and committed when the engine supports that.
- Avoid lossy conversion chains and repeated re-encoding.
- Do not text-edit binary asset files.

## Verification

1. Validate the source asset and export logs.
2. Reimport through the engine's normal path from a clean state.
3. Check missing references, scale, pivot, normals, tangents, UVs, materials, rig, animation, collision, and bounds.
4. Inspect the asset in representative lighting and gameplay distance.
5. Measure runtime memory, load time, draw calls, geometry, texture residency, and build-size impact.
6. Exercise a packaged or exported build because editor previews can hide runtime import differences.

## Completion criteria

Report source and runtime formats, importer changes, validation scene, target platform, visual evidence, before and after size or memory, and any destructive source conversion that was intentionally avoided.

From metaspartan/cybara, MIT.

More from metaspartan/cybara

Signals

Stars
32
Forks
9
Open issues
0
Last commit (this folder)
Sep 2, 2026 (1 month ago)
Last release
Oct 24, 2026 (7 days ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
Website
cybara.ai
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

game-asset-pipeline skill. Agent Mart. https://agentmart.dev/skills/metaspartan-game-asset-pipeline (last updated 2026-10-24)