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asset-gen

Generate game assets, locally and free by default with godogen_assets: images and transparent PNGs (Qwen-Image), textured GLB models (TRELLIS.2), rigged humanoids with generated moves and lip-synced speech, sound effects and voice lines. Paid APIs cover what the local tools can't make — Gemini / xAI Grok images, animated sprites from video, Tripo 3D, Gemini TTS voice acting, Lyria music. Use whenever a game needs generated art or audio.

Quality

93%

Does it follow best practices?

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SecuritybySnyk

Low

Low-risk findings worth noting

SKILL.md
Quality
Evals
Security

Quality

Content

93%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

An exceptionally well-written body: copy-paste-ready commands with real flag values, non-obvious operational constraints stated tersely, and condition-gated references that keep the main page lean. The only gap is that the review/retry loop, while present, is not woven into the pipeline steps as an explicit checkpoint.

DimensionReasoningScore

Conciseness

Lean and dense: every line delivers non-obvious operational knowledge Claude cannot infer — GPU jobs run one at a time, 'gen3d defaults to ~500k triangles and 2048² textures', the 1024px-to-64px sprite downscale pitfall, 'Bevy's default features decode only Ogg Vorbis, so write .ogg'. No filler, no explanation of concepts Claude already knows; every token earns its place.

5 / 5

Actionability

Fully executable throughout: a command table with real flags ('qwen-image rgba', 'edit -i ref.png', 'mia-rig --fingers --anim none'), concrete budget values ('30000 / 1024 for a character'), a copy-paste slicing command ('python3 ${ASSET_GEN_SKILL_DIR}/tools/grid_slice.py kit.png -o out/ --grid 2x2 --names "a,b,c,d"'), headless Blender invocation, and a worked manifest table with example sizes. Common cases are covered end to end.

5 / 5

Workflow Clarity

The character pipeline is clearly sequenced ('qwen-image rgba (T-pose) → gen3d → mia-rig --fingers --anim none → add-moves') with a props branch, and validation is explicitly present ('Review before building on it. Look at every PNG... render GLBs... read audio as a spectrogram') so the batch-operation cap does not apply. However, the validate-and-retry loop ('rewording and a few seeds') appears only as a paid-API fallback condition rather than being integrated as a checkpoint in the step sequence — mostly-complete checkpoints with a minor integration gap, between the 4 and 5 anchors.

4 / 5

Progressive Disclosure

Exemplary gated disclosure: SKILL.md is a TL;DR pointing one level deep to per-tool READMEs ('read up to How it works before first using its tool'), with condition-gated references — motion.md only for 'Moves that drive gameplay — root-motion locomotion, attacks, state machines...', api.md 'Read it only when an asset needs one' with explicit fallback conditions. References are clearly signaled and the split is appropriate; no bundle files exist alongside SKILL.md, and the only referenced paths are env-placeholder gated files consistent with this structure.

5 / 5

Total

19

/

20

Passed

Description

92%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A strong description: two-tier capability enumeration (local free generators plus paid APIs for what local tools can't make), an explicit 'Use whenever a game needs generated art or audio' trigger clause, and third-person voice throughout. The only weakness is a few missing natural synonyms (sprites, textures, characters) in trigger terms.

DimensionReasoningScore

Specificity

Lists multiple concrete capabilities with comprehensive coverage across two tiers: 'images and transparent PNGs (Qwen-Image), textured GLB models (TRELLIS.2), rigged humanoids with generated moves and lip-synced speech, sound effects and voice lines' plus paid-API items (Gemini/xAI Grok images, Tripo 3D, Gemini TTS, Lyria music). This matches the anchor for multiple specific concrete actions with comprehensive coverage, not the anchor below (minor gaps in coverage) — no asset category is missing.

5 / 5

Completeness

Explicitly answers both: what ('Generate game assets... images and transparent PNGs, textured GLB models, rigged humanoids..., sound effects and voice lines' plus paid-API coverage) and when ('Use whenever a game needs generated art or audio'). Both are concrete and explicit, matching the top anchor rather than the 4 anchor where 'when' could be more explicit.

5 / 5

Trigger Term Quality

Good natural keyword coverage: 'game assets', 'images', 'transparent PNGs', 'sound effects', 'voice lines', 'voice acting', 'music', 'generated art or audio'. A few natural terms users would say are missing — 'sprites' (for static 2D art), 'textures', 'characters', 'icons' — so it sits between the good-coverage (4) and comprehensive-with-synonyms (5) anchors, closer to 4.

4 / 5

Distinctiveness Conflict Risk

Clear niche — game asset generation tied to named tools (godogen_assets, Qwen-Image, TRELLIS.2, Tripo, Lyria) — with distinct triggers. Minimal conflict risk with other skills; not the 4 anchor, which still assumes minor overlap with closely related skills.

5 / 5

Total

19

/

20

Passed

Validation

93%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

frontmatter_unknown_keys

Unknown frontmatter key(s) found; consider removing or moving to metadata

Warning

Total

15

/

16

Passed

Repository

htdt/godogen

Path

asset-gen/SKILL.md

Reviewed

Table of Contents

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