游戏

SKILL前端设计
前端设计 未标注权限 许可证不明确
安装这个技能

CellCog驱动的AI游戏资产生成,角色一致美术与精灵。AI game asset generation and game development

一句话选型结论

按资料字段整理

游戏是前端设计类的 Agent Skill,安装方式未标注,权限级别未标注,许可证不明确,有可直接复制的安装命令。技能本质是给模型读的说明书,效果取决于模型与客户端;装完先用一个小任务验证,再放进正式流程。

分类前端设计 安装方式未标注 权限级别未标注权限 许可证许可证不明确
累计安装 未标注 本周 未标注
GitHub 星标 未标注 仓库 未标注
下载量 未标注 技能市场下载数
权限级别 未标注权限 安装前请确认风险范围
许可证 许可证不明确 未说明

安装

未标注
在支持 Skills 的客户端里执行,装完问一句「你有哪些技能」验证
skillhub install zcwl/game-asset-generation-cellcog
  1. 1
    确认客户端支持

    确认你的客户端支持 Skills(Claude、Codex、Cursor 等),并升级到较新的版本。

  2. 2
    拿到技能文件

    执行上面的命令安装;也可以把仓库里的 SKILL.md 手动放进客户端的 skills 目录。

  3. 3
    刷新技能列表

    重新打开客户端,或刷新技能列表,让新放进来的技能被加载。

  4. 4
    验证是否生效

    问一句「你有哪些技能」,确认列表里出现它,再拿一个小任务试跑。

技能档案

前端设计
字段来自技能仓库与公开索引,中文说明由本站标注
作者 / 维护方zcwl仓库 未标注 · 版本 未标注
宿主客户端未标注技能可被这些客户端加载
安装方式未标注安装包 enterprise
权限级别未标注权限安装前请确认风险范围
许可证未说明许可证不明确,商用前请自行确认条款
仓库可用性available技能仓库当前是否可访问
最近核验未标注上游最后核验时间 · 数据更新 1791734515
正文体量8.7 KBSKILL.md 原文大小,越大说明说明书写得越细

典型使用场景

3 类
按分类整理的常见用法,具体以 SKILL.md 为准
出页面与组件

按描述生成页面结构和组件草稿。

调整样式与布局

改间距、配色与响应式布局。

生成设计说明

把设计稿整理成开发能接的说明。

选择建议

装之前先看这几条
按条目字段给出的判断,不替你决定用不用

值得选的地方

  • 有可直接复制的安装命令,不用自己翻文档找入口。

先想清楚的地方

  • 没有标注权限级别,实际能做什么要装好后确认。
  • 许可证不明确,商用或二次分发前先到仓库确认条款。
  • 没有做站内核验,内容以作者仓库为准。
  • 技能只是说明书,实际效果取决于模型与客户端,装完先用小任务试一遍。

更适合

  • 需要在前端设计场景里给模型补一套做法的人。
  • 愿意先读一遍 SKILL.md、确认它会让模型做什么的人。

不太适合

  • 对许可证要求很严、必须明确可商用的人。
  • 只想装完就自动变强、不打算看说明书的人。

同类对比

6 个同类
同分类里挑最接近的几条,字段以各自详情页为准
技能权限级别安装方式累计安装宿主客户端安装命令
游戏当前 未标注权限 未标注 未标注 未标注 有
前端设计 只读 GitHub 仓库 882.3 万 Codex、Claude、Cursor 有
Vercel 组合模式 联网访问 GitHub 仓库 385.9 万 Codex、Claude、Cursor 有
Vercel React native skills 前端 只读 GitHub 仓库 246.9 万 Codex、Claude、Cursor 有
adapt 搜索 浏览器控制 GitHub 仓库 202.7 万 Codex、Claude、Cursor 有
使用我的浏览器 浏览器控制 GitHub 仓库 184.8 万 Codex、Claude、Cursor 有

SKILL.md 全文

8.7 KB
模型实际读到的说明书原文,来自技能仓库

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

  1. Specify dimensions: "32x32 tiles" or "1920x1080 background" prevents mismatched assets.

  2. Reference existing games: "Style like Hollow Knight" or "Celeste-inspired" gives clear direction.

  3. Think about implementation: Request assets in formats your engine can use. Mention if you need transparency, layers, or specific file types.

  4. Consistency matters: When requesting multiple assets, describe your game's overall style guide so everything matches.

  5. Animation frames: Specify frame count and whether you need sprite sheets or individual frames.

  6. Consider your scope: Start with placeholder assets and iterate. Perfect is the enemy of shipped.


If CellCog is not installed

Run /cellcog-setup (or /cellcog:cellcog-setup depending on your tool) to install and authenticate.
OpenClaw users: Run clawhub install cellcog instead.
Manual setup: pip install -U cellcog and set CELLCOG_API_KEY. See the cellcog skill for SDK reference.

常见问题

5 问
答案由本站依据条目字段整理
游戏怎么安装?

在支持 Skills 的客户端里执行:skillhub install zcwl/game-asset-generation-cellcog。安装方式为未标注。装完刷新技能列表或重开客户端。

游戏支持哪些客户端?

资料没有标注宿主客户端,但只要客户端支持 Skills(Claude、Codex、Cursor 等),一般都能加载。

游戏权限高吗,安全吗?

权限级别为未标注权限。安装前先看它会读取或写入哪些内容。

游戏收费吗?

本站不代收费用,也没有标注具体价格。是否收费取决于技能本身和所用的模型或客户端,正式使用前按作者说明确认。

游戏用什么许可证?

许可证标注为 未说明(许可证不明确)。商用或二次分发前请到仓库确认条款原文。

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技能内容以作者仓库为准;分类、权限级别与许可证状态的中文说明为中文整理,最近核验 未标注。