General
game-assets - Claude MCP Skill
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).
SEO Guide: Enhance your AI agent with the game-assets tool. This Model Context Protocol (MCP) server allows Claude Desktop and other LLMs to make art and media for a game you are building with glif: character reference sheets, consistent cha... Download and configure this skill to unlock new capabilities for your AI workflow.
Documentation
SKILL.mdMake 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 | Asset | Put in the brief | | --- | --- | | Sprite sheet | Frame 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. | | Tileset | Tile size, which tiles (ground, edges, corners) and that edges match. | | Seamless texture | 1:1, power-of-two size (1024, 2048 or 4096), tileable on every edge, no baked lighting or shadows. | | PBR material | The albedo plus normal, displacement and specular or roughness maps at the same size. | | 3D model | What it is, rough poly budget, and the file format the engine wants, such as GLB. | | Icons | One sheet in a shared style, then each icon cut out on transparency at the size the UI uses. | | Trailer | Length, 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`.
Signals
Information
- Repository
- glifxyz/glif-mcp-server
- Author
- glifxyz
- Last Sync
- 11/3/2026
- Repo Updated
- 11/1/2026
- Created
- 10/8/2026
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