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Design & media
Game Asset Generation
Try itGenerate cohesive game assets — art, 3D models, UI, music, and GDDs — from a single prompt.
What it does
Send a game brief and CellCog reasons about the vision first, then produces character-consistent art, tilesets, music, sound effects, UI elements, GLB 3D models, and full game design documents. Choose `agent` mode for individual assets like sprites, character sheets, or tilesets, and `agent team` for full GDDs and complex narratives. GLB output is compatible with Unity, Unreal, Godot, Three.js, and Blender.
When to use it
- Designing a character sheet with idle, run, and attack poses for a 2D platformer
- Building a complete tileset for a dungeon crawler with floor, wall, and prop tiles
- Producing GLB weapon and prop models for Unity or Godot
- Writing a game design document with core loop, progression, and art direction
The skill document
Game Asset Generation - Build Game Worlds, Not Just Sprites
Game development assets and prototypes with character consistency across all assets.
Game development is a multi-discipline problem — mechanics, art, music, UI, and level design all need to feel unified. CellCog reasons deeply about your game's vision first, then produces character-consistent art, tilesets, music, sound effects, UI elements, 3D models, and full game design documents — all cohesive from a single brief.
How to Use
For your first CellCog task in a session, read the cellcog skill for the full SDK reference — file handling, chat modes, timeouts, and more.
OpenClaw (fire-and-forget):
result = client.create_chat(
prompt="[your task prompt]",
notify_session_key="agent:main:main",
task_label="my-task",
chat_mode="agent",
)
All agents except OpenClaw (blocks until done):
from cellcog import CellCogClient
client = CellCogClient(agent_provider="openclaw|cursor|claude-code|codex|...")
result = client.create_chat(
prompt="[your task prompt]",
task_label="my-task",
chat_mode="agent",
)
print(result["message"])
What You Can Create
Character Design
Bring your game characters to life:
- Player Characters: "Design a cyberpunk samurai protagonist with multiple poses"
- NPCs: "Create a friendly merchant character for a fantasy RPG"
- Enemies: "Design a boss monster - corrupted tree guardian"
- Character Sheets: "Create a full character sheet with idle, run, attack poses"
- Portraits: "Generate dialogue portraits for my visual novel cast"
Example prompt:
"Design a main character for a cozy farming game:
Style: Stardew Valley / pixel art inspired but higher resolution Character: Young farmer, customizable gender, friendly expression
Need:
- Front, back, side views
- Idle pose
- Walking animation frames (4 directions)
- Tool-holding poses (hoe, watering can)
Color palette: Warm, earthy tones"
Environment & Tiles
Build your game worlds:
- Tilesets: "Create a forest tileset for a top-down RPG"
- Backgrounds: "Design parallax backgrounds for a side-scroller"
- Level Concepts: "Create concept art for a haunted mansion level"
- Props: "Generate decorative props for a medieval tavern"
- UI Elements: "Design health bars, inventory slots, and buttons"
Example prompt:
"Create a tileset for a dungeon crawler:
Style: 16-bit inspired, dark fantasy
Include:
- Floor tiles (stone, dirt, water)
- Wall tiles (brick, cave, decorated)
- Doors (wooden, iron, magic)
- Props (torches, chests, barrels, bones)
- Traps (spikes, pressure plates)
All tiles should seamlessly connect."
Game Concepts
Develop your game ideas:
- Game Design Documents: "Create a GDD for a roguelike deckbuilder"
- Story Outlines: "Write the main storyline for a sci-fi RPG"
- Mechanics Design: "Design a unique combat system for my action game"
- World Building: "Create the lore for a post-apocalyptic world"
- Pitch Decks: "Build a pitch deck for my indie game to show publishers"
Example prompt:
"Create a game design document for a mobile puzzle game:
Core concept: Match-3 meets city building Target: Casual players, 5-minute sessions
Include:
- Core loop explanation
- Progression system
- Monetization strategy (ethical F2P)
- First 10 levels design
- Art style recommendations
Reference games: Gardenscapes meets SimCity"
3D Models & Assets
Production-ready 3D models in GLB format for your game engine:
- Characters: "Create a 3D model of my RPG protagonist"
- Weapons & Items: "Generate 3D weapon models — sword, axe, bow, staff"
- Props: "Create 3D dungeon props — chests, barrels, torches"
- Vehicles: "Build a low-poly spaceship for my mobile game"
- Environment pieces: "Generate 3D trees, rocks, and buildings for my world"
CellCog handles the full pipeline — describe what you want, and it generates optimized reference images then converts to textured 3D models. Batch generation supported (e.g., "create 10 weapon models").
GLB output works with Unity, Unreal, Godot, Three.js, and Blender. Specify poly count and PBR materials for your target platform.
For dedicated 3D generation workflows, also check out 3d-model-generation-cellcog.
Sprites & Animation
Assets ready for your game engine:
- Sprite Sheets: "Create a sprite sheet for a ninja character"
- Animated Effects: "Design explosion and hit effect animations"
- Items: "Generate icons for weapons, potions, and armor"
- Particle Effects: "Create magic spell effect concepts"
UI/UX Design
Make your game feel polished:
- Main Menus: "Design a main menu for a horror game"
- HUD Elements: "Create health, mana, and stamina bars"
- Inventory Systems: "Design an inventory UI for a survival game"
- Dialogue Boxes: "Create dialogue UI for a visual novel"
Art Styles
| Style | Best For | Characteristics |
|---|---|---|
| Pixel Art | Retro, indie | Nostalgic, clear, limited palette |
| Hand-Painted | RPGs, fantasy | Rich, detailed, artistic |
| Vector/Flat | Mobile, casual | Clean, scalable, modern |
| Low Poly 3D | Stylized 3D games | Geometric, distinctive |
| Anime/Manga | Visual novels, JRPGs | Expressive, stylized |
| Realistic | AAA-style | Detailed, immersive |
| 3D Models (GLB) | Game engines, AR/VR | Textured, customizable topology and poly count |
Chat Mode for Game Dev
| Scenario | Recommended Mode |
|---|---|
| Individual assets, sprites, character designs, UI elements | "agent" |
| Full game concepts, complex world building, narrative design | "agent team" |
Use "agent" for most game assets. Characters, tilesets, UI elements execute well in agent mode.
Use "agent team" for game design depth - full GDDs, complex narratives, or when you need multiple creative angles explored.
Example Prompts
Full character design:
"Design an enemy type for my metroidvania:
Concept: Shadow creatures that emerge from walls Behavior: Ambush predator, retreats when hit
Need:
- Concept art showing the creature emerging from shadow
- Idle animation frames (lurking)
- Attack animation frames
- Death/dissolve animation
Style: Dark, fluid, unsettling but not gory (Teen rating)"
Complete tileset:
"Create a complete tileset for a beach/tropical level:
Style: Bright, colorful, 32x32 pixel tiles
Include:
- Sand (multiple variations)
- Water (shallow, deep, animated waves)
- Palm trees and tropical plants
- Rocks and cliffs
- Beach items (shells, starfish, umbrellas)
- Wooden platforms/bridges
Should work for a platformer game."
Game concept:
"Design a game concept: 'Wizard's Delivery Service'
Pitch: You're a wizard who delivers magical packages across a fantasy kingdom Genre: Cozy adventure / time management Platform: PC and Switch
I need:
- Core gameplay loop
- Progression systems
- Character concepts for the wizard and NPCs
- 3 sample delivery missions
- Art style moodboard
Vibe: Studio Ghibli meets Overcooked"
Tips for Better Game Assets
-
Specify dimensions: "32x32 tiles" or "1920x1080 background" prevents mismatched assets.
-
Reference existing games: "Style like Hollow Knight" or "Celeste-inspired" gives clear direction.
-
Think about implementation: Request assets in formats your engine can use. Mention if you need transparency, layers, or specific file types.
-
Consistency matters: When requesting multiple assets, describe your game's overall style guide so everything matches.
-
Animation frames: Specify frame count and whether you need sprite sheets or individual frames.
-
Consider your scope: Start with placeholder assets and iterate. Perfect is the enemy of shipped.
If CellCog is not installed
Claude Code, Cursor, Codex + 70 more agents: npx skills add cellcog/skills --skill cellcog
OpenClaw: clawhub install cellcog
CellCog plugin users: run /cellcog-setup (or /cellcog:cellcog-setup depending on your tool)
Manual setup: pip install -U cellcog and set CELLCOG_API_KEY. See the cellcog skill for SDK reference.
Questions people ask
- Which game engines does the 3D model output work with?
- Models are exported in GLB format and work with Unity, Unreal, Godot, Three.js, and Blender. You can specify poly count and PBR materials for your target platform.
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