← CellCogCONTENT HISTORY

Update to CellCog

Snapshot Nov 1, 2026 · 07:20 UTC · version 2.6.1

Collection source: downloaded plugin package.

WHAT CHANGED

Instructions updated for game-asset-generation-cellcog

Skill instructions — Now says: `"core"` tier) | **The core tier is the default and handles most game asset generation well**, balanced speed and depth.

Observed in instructions or declared skills. Runtime behavior has not been tested.

Save CellCog and check future changes in Following.

Up to 10 plugins free · no card required.

All fields and original values.

Skill instructions

Before

Nov 1, 2026 · 00:10 UTC

`"flash"` tier) | **The flash tier is the default and handles most game asset generation well** — fast and economical.

After

Nov 1, 2026 · 07:20 UTC

`"core"` tier) | **The core tier is the default and handles most game asset generation well**, balanced speed and depth.

Compare saved observations

Download comparison JSON

SKILL.md text changes

− removed · + added

--- before
+++ after
@@ -149,10 +149,10 @@
 
 | Scenario | Recommended |
 |----------|-------------|
-| Individual assets and small sets | `chat_mode="agent"` (defaults to the `"flash"` tier) |
+| Individual assets and small sets | `chat_mode="agent"` (defaults to the `"core"` tier) |
 | Full game concepts, complex world building, style-consistent asset fleets | `chat_mode="agent", chat_tier="max"` |
 
-**The flash tier is the default and handles most game asset generation well** — fast and economical. **Upgrade to `chat_tier="max"`** when quality disappoints or the work is genuinely complex: just re-run the same prompt with `chat_tier="max"`.
+**The core tier is the default and handles most game asset generation well**, balanced speed and depth. **Upgrade to `chat_tier="max"`** when quality disappoints or the work is genuinely complex: just re-run the same prompt with `chat_tier="max"`.
 
 Agent Team (`chat_mode="team"`) is reserved for deep research — don't use it for game asset generation.
 
Full technical diff · 1 changed fields

changed /skill_md_contents

BEFORE
"---\nname: game-asset-generation-cellcog\ndescription: \"AI game asset generation and game development powered by CellCog. Character-consistent art, sprites, tilesets, music, UI, 3D models, GDDs, level design, game prototypes. Cohesive game assets across every modality from a single prompt.\"\n---\n# Game Asset Generation - Build Game Worlds, Not Just Sprites\n\nGame development assets and prototypes with character consistency across all assets.\n\nGame 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.\n\n## How to Use\n\nUse the CellCog tools from this plugin's connector (`https://cellcog.ai/mcp`). The first time a tool runs, the user signs in with their CellCog account and clicks Approve.\n\n1. `cellcog_chat_create` with the brief as `prompt` (optionally `chat_mode` and `chat_tier`). It returns a chat id at once; the work runs in the background.\n2. Poll `cellcog_get_result` with that `chat_id` about once a minute. While it runs you get progress notes; when `complete` is true you get the final message and file links (valid 30 days), with previews of images and PDF pages.\n3. To iterate, `cellcog_chat_send` into the same chat. For files on the user's computer, open `cellcog_upload` and pass `upload:<upload_id>` in `attachments`; public https links can go in `attachments` directly.\n\nFor files, modes and tiers in depth, read the **cellcog** skill.\n\n---\n\n## What You Can Create\n\n### Character Design\n\nBring your game characters to life:\n\n- **Player Characters**: \"Design a cyberpunk samurai protagonist with multiple poses\"\n- **NPCs**: \"Create a friendly merchant character for a fantasy RPG\"\n- **Enemies**: \"Design a boss monster - corrupted tree guardian\"\n- **Character Sheets**: \"Create a full character sheet with idle, run, attack poses\"\n- **Portraits**: \"Generate dialogue portraits for my visual novel cast\"\n\n**Example prompt:**\n> \"Design a main character for a cozy farming game:\n> \n> Style: Stardew Valley / pixel art inspired but higher resolution\n> Character: Young farmer, customizable gender, friendly expression\n> \n> Need:\n> - Front, back, side views\n> - Idle pose\n> - Walking animation frames (4 directions)\n> - Tool-holding poses (hoe, watering can)\n> \n> Color palette: Warm, earthy tones\"\n\n### Environment & Tiles\n\nBuild your game worlds:\n\n- **Tilesets**: \"Create a forest tileset for a top-down RPG\"\n- **Backgrounds**: \"Design parallax backgrounds for a side-scroller\"\n- **Level Concepts**: \"Create concept art for a haunted mansion level\"\n- **Props**: \"Generate decorative props for a medieval tavern\"\n- **UI Elements**: \"Design health bars, inventory slots, and buttons\"\n\n**Example prompt:**\n> \"Create a tileset for a dungeon crawler:\n> \n> Style: 16-bit inspired, dark fantasy\n> \n> Include:\n> - Floor tiles (stone, dirt, water)\n> - Wall tiles (brick, cave, decorated)\n> - Doors (wooden, iron, magic)\n> - Props (torches, chests, barrels, bones)\n> - Traps (spikes, pressure plates)\n> \n> All tiles should seamlessly connect.\"\n\n### Game Concepts\n\nDevelop your game ideas:\n\n- **Game Design Documents**: \"Create a GDD for a roguelike deckbuilder\"\n- **Story Outlines**: \"Write the main storyline for a sci-fi RPG\"\n- **Mechanics Design**: \"Design a unique combat system for my action game\"\n- **World Building**: \"Create the lore for a post-apocalyptic world\"\n- **Pitch Decks**: \"Build a pitch deck for my indie game to show publishers\"\n\n**Example prompt:**\n> \"Create a game design document for a mobile puzzle game:\n> \n> Core concept: Match-3 meets city building\n> Target: Casual players, 5-minute sessions\n> \n> Include:\n> - Core loop explanation\n> - Progression system\n> - Monetization strategy (ethical F2P)\n> - First 10 levels design\n> - Art style recommendations\n> \n> Reference games: Gardenscapes meets SimCity\"\n\n### 3D Models & Assets\n\nProduction-ready 3D models in GLB format for your game engine:\n\n- **Characters**: \"Create a 3D model of my RPG protagonist\"\n- **Weapons & Items**: \"Generate 3D weapon models — sword, axe, bow, staff\"\n- **Props**: \"Create 3D dungeon props — chests, barrels, torches\"\n- **Vehicles**: \"Build a low-poly spaceship for my mobile game\"\n- **Environment pieces**: \"Generate 3D trees, rocks, and buildings for my world\"\n\nCellCog 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\").\n\nGLB output works with Unity, Unreal, Godot, Three.js, and Blender. Specify poly count and PBR materials for your target platform.\n\nFor dedicated 3D generation workflows, also check out `3d-model-generation-cellcog`.\n\n### Sprites & Animation\n\nAssets ready for your game engine:\n\n- **Sprite Sheets**: \"Create a sprite sheet for a ninja character\"\n- **Animated Effects**: \"Design explosion and hit effect animations\"\n- **Items**: \"Generate icons for weapons, potions, and armor\"\n- **Particle Effects**: \"Create magic spell effect concepts\"\n\n### UI/UX Design\n\nMake your game feel polished:\n\n- **Main Menus**: \"Design a main menu for a horror game\"\n- **HUD Elements**: \"Create health, mana, and stamina bars\"\n- **Inventory Systems**: \"Design an inventory UI for a survival game\"\n- **Dialogue Boxes**: \"Create dialogue UI for a visual novel\"\n\n---\n\n## Art Styles\n\n| Style | Best For | Characteristics |\n|-------|----------|-----------------|\n| **Pixel Art** | Retro, indie | Nostalgic, clear, limited palette |\n| **Hand-Painted** | RPGs, fantasy | Rich, detailed, artistic |\n| **Vector/Flat** | Mobile, casual | Clean, scalable, modern |\n| **Low Poly 3D** | Stylized 3D games | Geometric, distinctive |\n| **Anime/Manga** | Visual novels, JRPGs | Expressive, stylized |\n| **Realistic** | AAA-style | Detailed, immersive |\n| **3D Models (GLB)** | Game engines, AR/VR | Textured, customizable topology and poly count |\n\n---\n\n## Choosing Mode & Tier\n\n| Scenario | Recommended |\n|----------|-------------|\n| Individual assets and small sets | `chat_mode=\"agent\"` (defaults to the `\"flash\"` tier) |\n| Full game concepts, complex world building, style-consistent asset fleets | `chat_mode=\"agent\", chat_tier=\"max\"` |\n\n**The flash tier is the default and handles most game asset generation well** — fast and economical. **Upgrade to `chat_tier=\"max\"`** when quality disappoints or the work is genuinely complex: just re-run the same prompt with `chat_tier=\"max\"`.\n\nAgent Team (`chat_mode=\"team\"`) is reserved for deep research — don't use it for game asset generation.\n\n---\n\n## Example Prompts\n\n**Full character design:**\n> \"Design an enemy type for my metroidvania:\n> \n> Concept: Shadow creatures that emerge from walls\n> Behavior: Ambush predator, retreats when hit\n> \n> Need:\n> - Concept art showing the creature emerging from shadow\n> - Idle animation frames (lurking)\n> - Attack animation frames\n> - Death/dissolve animation\n> \n> Style: Dark, fluid, unsettling but not gory (Teen rating)\"\n\n**Complete tileset:**\n> \"Create a complete tileset for a beach/tropical level:\n> \n> Style: Bright, colorful, 32x32 pixel tiles\n> \n> Include:\n> - Sand (multiple variations)\n> - Water (shallow, deep, animated waves)\n> - Palm trees and tropical plants\n> - Rocks and cliffs\n> - Beach items (shells, starfish, umbrellas)\n> - Wooden platforms/bridges\n> \n> Should work for a platformer game.\"\n\n**Game concept:**\n> \"Design a game concept: 'Wizard's Delivery Service'\n> \n> Pitch: You're a wizard who delivers magical packages across a fantasy kingdom\n> Genre: Cozy adventure / time management\n> Platform: PC and Switch\n> \n> I need:\n> - Core gameplay loop\n> - Progression systems\n> - Character concepts for the wizard and NPCs\n> - 3 sample delivery missions\n> - Art style moodboard\n> \n> Vibe: Studio Ghibli meets Overcooked\"\n\n---\n\n## Tips for Better Game Assets\n\n1. **Specify dimensions**: \"32x32 tiles\" or \"1920x1080 background\" prevents mismatched assets.\n\n2. **Reference existing games**: \"Style like Hollow Knight\" or \"Celeste-inspired\" gives clear direction.\n\n3. **Think about implementation**: Request assets in formats your engine can use. Mention if you need transparency, layers, or specific file types.\n\n4. **Consistency matters**: When requesting multiple assets, describe your game's overall style guide so everything matches.\n\n5. **Animation frames**: Specify frame count and whether you need sprite sheets or individual frames.\n\n6. **Consider your scope**: Start with placeholder assets and iterate. Perfect is the enemy of shipped.\n"
AFTER
"---\nname: game-asset-generation-cellcog\ndescription: \"AI game asset generation and game development powered by CellCog. Character-consistent art, sprites, tilesets, music, UI, 3D models, GDDs, level design, game prototypes. Cohesive game assets across every modality from a single prompt.\"\n---\n# Game Asset Generation - Build Game Worlds, Not Just Sprites\n\nGame development assets and prototypes with character consistency across all assets.\n\nGame 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.\n\n## How to Use\n\nUse the CellCog tools from this plugin's connector (`https://cellcog.ai/mcp`). The first time a tool runs, the user signs in with their CellCog account and clicks Approve.\n\n1. `cellcog_chat_create` with the brief as `prompt` (optionally `chat_mode` and `chat_tier`). It returns a chat id at once; the work runs in the background.\n2. Poll `cellcog_get_result` with that `chat_id` about once a minute. While it runs you get progress notes; when `complete` is true you get the final message and file links (valid 30 days), with previews of images and PDF pages.\n3. To iterate, `cellcog_chat_send` into the same chat. For files on the user's computer, open `cellcog_upload` and pass `upload:<upload_id>` in `attachments`; public https links can go in `attachments` directly.\n\nFor files, modes and tiers in depth, read the **cellcog** skill.\n\n---\n\n## What You Can Create\n\n### Character Design\n\nBring your game characters to life:\n\n- **Player Characters**: \"Design a cyberpunk samurai protagonist with multiple poses\"\n- **NPCs**: \"Create a friendly merchant character for a fantasy RPG\"\n- **Enemies**: \"Design a boss monster - corrupted tree guardian\"\n- **Character Sheets**: \"Create a full character sheet with idle, run, attack poses\"\n- **Portraits**: \"Generate dialogue portraits for my visual novel cast\"\n\n**Example prompt:**\n> \"Design a main character for a cozy farming game:\n> \n> Style: Stardew Valley / pixel art inspired but higher resolution\n> Character: Young farmer, customizable gender, friendly expression\n> \n> Need:\n> - Front, back, side views\n> - Idle pose\n> - Walking animation frames (4 directions)\n> - Tool-holding poses (hoe, watering can)\n> \n> Color palette: Warm, earthy tones\"\n\n### Environment & Tiles\n\nBuild your game worlds:\n\n- **Tilesets**: \"Create a forest tileset for a top-down RPG\"\n- **Backgrounds**: \"Design parallax backgrounds for a side-scroller\"\n- **Level Concepts**: \"Create concept art for a haunted mansion level\"\n- **Props**: \"Generate decorative props for a medieval tavern\"\n- **UI Elements**: \"Design health bars, inventory slots, and buttons\"\n\n**Example prompt:**\n> \"Create a tileset for a dungeon crawler:\n> \n> Style: 16-bit inspired, dark fantasy\n> \n> Include:\n> - Floor tiles (stone, dirt, water)\n> - Wall tiles (brick, cave, decorated)\n> - Doors (wooden, iron, magic)\n> - Props (torches, chests, barrels, bones)\n> - Traps (spikes, pressure plates)\n> \n> All tiles should seamlessly connect.\"\n\n### Game Concepts\n\nDevelop your game ideas:\n\n- **Game Design Documents**: \"Create a GDD for a roguelike deckbuilder\"\n- **Story Outlines**: \"Write the main storyline for a sci-fi RPG\"\n- **Mechanics Design**: \"Design a unique combat system for my action game\"\n- **World Building**: \"Create the lore for a post-apocalyptic world\"\n- **Pitch Decks**: \"Build a pitch deck for my indie game to show publishers\"\n\n**Example prompt:**\n> \"Create a game design document for a mobile puzzle game:\n> \n> Core concept: Match-3 meets city building\n> Target: Casual players, 5-minute sessions\n> \n> Include:\n> - Core loop explanation\n> - Progression system\n> - Monetization strategy (ethical F2P)\n> - First 10 levels design\n> - Art style recommendations\n> \n> Reference games: Gardenscapes meets SimCity\"\n\n### 3D Models & Assets\n\nProduction-ready 3D models in GLB format for your game engine:\n\n- **Characters**: \"Create a 3D model of my RPG protagonist\"\n- **Weapons & Items**: \"Generate 3D weapon models — sword, axe, bow, staff\"\n- **Props**: \"Create 3D dungeon props — chests, barrels, torches\"\n- **Vehicles**: \"Build a low-poly spaceship for my mobile game\"\n- **Environment pieces**: \"Generate 3D trees, rocks, and buildings for my world\"\n\nCellCog 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\").\n\nGLB output works with Unity, Unreal, Godot, Three.js, and Blender. Specify poly count and PBR materials for your target platform.\n\nFor dedicated 3D generation workflows, also check out `3d-model-generation-cellcog`.\n\n### Sprites & Animation\n\nAssets ready for your game engine:\n\n- **Sprite Sheets**: \"Create a sprite sheet for a ninja character\"\n- **Animated Effects**: \"Design explosion and hit effect animations\"\n- **Items**: \"Generate icons for weapons, potions, and armor\"\n- **Particle Effects**: \"Create magic spell effect concepts\"\n\n### UI/UX Design\n\nMake your game feel polished:\n\n- **Main Menus**: \"Design a main menu for a horror game\"\n- **HUD Elements**: \"Create health, mana, and stamina bars\"\n- **Inventory Systems**: \"Design an inventory UI for a survival game\"\n- **Dialogue Boxes**: \"Create dialogue UI for a visual novel\"\n\n---\n\n## Art Styles\n\n| Style | Best For | Characteristics |\n|-------|----------|-----------------|\n| **Pixel Art** | Retro, indie | Nostalgic, clear, limited palette |\n| **Hand-Painted** | RPGs, fantasy | Rich, detailed, artistic |\n| **Vector/Flat** | Mobile, casual | Clean, scalable, modern |\n| **Low Poly 3D** | Stylized 3D games | Geometric, distinctive |\n| **Anime/Manga** | Visual novels, JRPGs | Expressive, stylized |\n| **Realistic** | AAA-style | Detailed, immersive |\n| **3D Models (GLB)** | Game engines, AR/VR | Textured, customizable topology and poly count |\n\n---\n\n## Choosing Mode & Tier\n\n| Scenario | Recommended |\n|----------|-------------|\n| Individual assets and small sets | `chat_mode=\"agent\"` (defaults to the `\"core\"` tier) |\n| Full game concepts, complex world building, style-consistent asset fleets | `chat_mode=\"agent\", chat_tier=\"max\"` |\n\n**The core tier is the default and handles most game asset generation well**, balanced speed and depth. **Upgrade to `chat_tier=\"max\"`** when quality disappoints or the work is genuinely complex: just re-run the same prompt with `chat_tier=\"max\"`.\n\nAgent Team (`chat_mode=\"team\"`) is reserved for deep research — don't use it for game asset generation.\n\n---\n\n## Example Prompts\n\n**Full character design:**\n> \"Design an enemy type for my metroidvania:\n> \n> Concept: Shadow creatures that emerge from walls\n> Behavior: Ambush predator, retreats when hit\n> \n> Need:\n> - Concept art showing the creature emerging from shadow\n> - Idle animation frames (lurking)\n> - Attack animation frames\n> - Death/dissolve animation\n> \n> Style: Dark, fluid, unsettling but not gory (Teen rating)\"\n\n**Complete tileset:**\n> \"Create a complete tileset for a beach/tropical level:\n> \n> Style: Bright, colorful, 32x32 pixel tiles\n> \n> Include:\n> - Sand (multiple variations)\n> - Water (shallow, deep, animated waves)\n> - Palm trees and tropical plants\n> - Rocks and cliffs\n> - Beach items (shells, starfish, umbrellas)\n> - Wooden platforms/bridges\n> \n> Should work for a platformer game.\"\n\n**Game concept:**\n> \"Design a game concept: 'Wizard's Delivery Service'\n> \n> Pitch: You're a wizard who delivers magical packages across a fantasy kingdom\n> Genre: Cozy adventure / time management\n> Platform: PC and Switch\n> \n> I need:\n> - Core gameplay loop\n> - Progression systems\n> - Character concepts for the wizard and NPCs\n> - 3 sample delivery missions\n> - Art style moodboard\n> \n> Vibe: Studio Ghibli meets Overcooked\"\n\n---\n\n## Tips for Better Game Assets\n\n1. **Specify dimensions**: \"32x32 tiles\" or \"1920x1080 background\" prevents mismatched assets.\n\n2. **Reference existing games**: \"Style like Hollow Knight\" or \"Celeste-inspired\" gives clear direction.\n\n3. **Think about implementation**: Request assets in formats your engine can use. Mention if you need transparency, layers, or specific file types.\n\n4. **Consistency matters**: When requesting multiple assets, describe your game's overall style guide so everything matches.\n\n5. **Animation frames**: Specify frame count and whether you need sprite sheets or individual frames.\n\n6. **Consider your scope**: Start with placeholder assets and iterate. Perfect is the enemy of shipped.\n"
Full snapshot data
{
  "description": "AI game asset generation and game development powered by CellCog. Character-consistent art, sprites, tilesets, music, UI, 3D models, GDDs, level design, game prototypes. Cohesive game assets across every modality from a single prompt.",
  "included_files": [],
  "name": "game-asset-generation-cellcog",
  "skill_md_contents": "---\nname: game-asset-generation-cellcog\ndescription: \"AI game asset generation and game development powered by CellCog. Character-consistent art, sprites, tilesets, music, UI, 3D models, GDDs, level design, game prototypes. Cohesive game assets across every modality from a single prompt.\"\n---\n# Game Asset Generation - Build Game Worlds, Not Just Sprites\n\nGame development assets and prototypes with character consistency across all assets.\n\nGame 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.\n\n## How to Use\n\nUse the CellCog tools from this plugin's connector (`https://cellcog.ai/mcp`). The first time a tool runs, the user signs in with their CellCog account and clicks Approve.\n\n1. `cellcog_chat_create` with the brief as `prompt` (optionally `chat_mode` and `chat_tier`). It returns a chat id at once; the work runs in the background.\n2. Poll `cellcog_get_result` with that `chat_id` about once a minute. While it runs you get progress notes; when `complete` is true you get the final message and file links (valid 30 days), with previews of images and PDF pages.\n3. To iterate, `cellcog_chat_send` into the same chat. For files on the user's computer, open `cellcog_upload` and pass `upload:<upload_id>` in `attachments`; public https links can go in `attachments` directly.\n\nFor files, modes and tiers in depth, read the **cellcog** skill.\n\n---\n\n## What You Can Create\n\n### Character Design\n\nBring your game characters to life:\n\n- **Player Characters**: \"Design a cyberpunk samurai protagonist with multiple poses\"\n- **NPCs**: \"Create a friendly merchant character for a fantasy RPG\"\n- **Enemies**: \"Design a boss monster - corrupted tree guardian\"\n- **Character Sheets**: \"Create a full character sheet with idle, run, attack poses\"\n- **Portraits**: \"Generate dialogue portraits for my visual novel cast\"\n\n**Example prompt:**\n> \"Design a main character for a cozy farming game:\n> \n> Style: Stardew Valley / pixel art inspired but higher resolution\n> Character: Young farmer, customizable gender, friendly expression\n> \n> Need:\n> - Front, back, side views\n> - Idle pose\n> - Walking animation frames (4 directions)\n> - Tool-holding poses (hoe, watering can)\n> \n> Color palette: Warm, earthy tones\"\n\n### Environment & Tiles\n\nBuild your game worlds:\n\n- **Tilesets**: \"Create a forest tileset for a top-down RPG\"\n- **Backgrounds**: \"Design parallax backgrounds for a side-scroller\"\n- **Level Concepts**: \"Create concept art for a haunted mansion level\"\n- **Props**: \"Generate decorative props for a medieval tavern\"\n- **UI Elements**: \"Design health bars, inventory slots, and buttons\"\n\n**Example prompt:**\n> \"Create a tileset for a dungeon crawler:\n> \n> Style: 16-bit inspired, dark fantasy\n> \n> Include:\n> - Floor tiles (stone, dirt, water)\n> - Wall tiles (brick, cave, decorated)\n> - Doors (wooden, iron, magic)\n> - Props (torches, chests, barrels, bones)\n> - Traps (spikes, pressure plates)\n> \n> All tiles should seamlessly connect.\"\n\n### Game Concepts\n\nDevelop your game ideas:\n\n- **Game Design Documents**: \"Create a GDD for a roguelike deckbuilder\"\n- **Story Outlines**: \"Write the main storyline for a sci-fi RPG\"\n- **Mechanics Design**: \"Design a unique combat system for my action game\"\n- **World Building**: \"Create the lore for a post-apocalyptic world\"\n- **Pitch Decks**: \"Build a pitch deck for my indie game to show publishers\"\n\n**Example prompt:**\n> \"Create a game design document for a mobile puzzle game:\n> \n> Core concept: Match-3 meets city building\n> Target: Casual players, 5-minute sessions\n> \n> Include:\n> - Core loop explanation\n> - Progression system\n> - Monetization strategy (ethical F2P)\n> - First 10 levels design\n> - Art style recommendations\n> \n> Reference games: Gardenscapes meets SimCity\"\n\n### 3D Models & Assets\n\nProduction-ready 3D models in GLB format for your game engine:\n\n- **Characters**: \"Create a 3D model of my RPG protagonist\"\n- **Weapons & Items**: \"Generate 3D weapon models — sword, axe, bow, staff\"\n- **Props**: \"Create 3D dungeon props — chests, barrels, torches\"\n- **Vehicles**: \"Build a low-poly spaceship for my mobile game\"\n- **Environment pieces**: \"Generate 3D trees, rocks, and buildings for my world\"\n\nCellCog 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\").\n\nGLB output works with Unity, Unreal, Godot, Three.js, and Blender. Specify poly count and PBR materials for your target platform.\n\nFor dedicated 3D generation workflows, also check out `3d-model-generation-cellcog`.\n\n### Sprites & Animation\n\nAssets ready for your game engine:\n\n- **Sprite Sheets**: \"Create a sprite sheet for a ninja character\"\n- **Animated Effects**: \"Design explosion and hit effect animations\"\n- **Items**: \"Generate icons for weapons, potions, and armor\"\n- **Particle Effects**: \"Create magic spell effect concepts\"\n\n### UI/UX Design\n\nMake your game feel polished:\n\n- **Main Menus**: \"Design a main menu for a horror game\"\n- **HUD Elements**: \"Create health, mana, and stamina bars\"\n- **Inventory Systems**: \"Design an inventory UI for a survival game\"\n- **Dialogue Boxes**: \"Create dialogue UI for a visual novel\"\n\n---\n\n## Art Styles\n\n| Style | Best For | Characteristics |\n|-------|----------|-----------------|\n| **Pixel Art** | Retro, indie | Nostalgic, clear, limited palette |\n| **Hand-Painted** | RPGs, fantasy | Rich, detailed, artistic |\n| **Vector/Flat** | Mobile, casual | Clean, scalable, modern |\n| **Low Poly 3D** | Stylized 3D games | Geometric, distinctive |\n| **Anime/Manga** | Visual novels, JRPGs | Expressive, stylized |\n| **Realistic** | AAA-style | Detailed, immersive |\n| **3D Models (GLB)** | Game engines, AR/VR | Textured, customizable topology and poly count |\n\n---\n\n## Choosing Mode & Tier\n\n| Scenario | Recommended |\n|----------|-------------|\n| Individual assets and small sets | `chat_mode=\"agent\"` (defaults to the `\"core\"` tier) |\n| Full game concepts, complex world building, style-consistent asset fleets | `chat_mode=\"agent\", chat_tier=\"max\"` |\n\n**The core tier is the default and handles most game asset generation well**, balanced speed and depth. **Upgrade to `chat_tier=\"max\"`** when quality disappoints or the work is genuinely complex: just re-run the same prompt with `chat_tier=\"max\"`.\n\nAgent Team (`chat_mode=\"team\"`) is reserved for deep research — don't use it for game asset generation.\n\n---\n\n## Example Prompts\n\n**Full character design:**\n> \"Design an enemy type for my metroidvania:\n> \n> Concept: Shadow creatures that emerge from walls\n> Behavior: Ambush predator, retreats when hit\n> \n> Need:\n> - Concept art showing the creature emerging from shadow\n> - Idle animation frames (lurking)\n> - Attack animation frames\n> - Death/dissolve animation\n> \n> Style: Dark, fluid, unsettling but not gory (Teen rating)\"\n\n**Complete tileset:**\n> \"Create a complete tileset for a beach/tropical level:\n> \n> Style: Bright, colorful, 32x32 pixel tiles\n> \n> Include:\n> - Sand (multiple variations)\n> - Water (shallow, deep, animated waves)\n> - Palm trees and tropical plants\n> - Rocks and cliffs\n> - Beach items (shells, starfish, umbrellas)\n> - Wooden platforms/bridges\n> \n> Should work for a platformer game.\"\n\n**Game concept:**\n> \"Design a game concept: 'Wizard's Delivery Service'\n> \n> Pitch: You're a wizard who delivers magical packages across a fantasy kingdom\n> Genre: Cozy adventure / time management\n> Platform: PC and Switch\n> \n> I need:\n> - Core gameplay loop\n> - Progression systems\n> - Character concepts for the wizard and NPCs\n> - 3 sample delivery missions\n> - Art style moodboard\n> \n> Vibe: Studio Ghibli meets Overcooked\"\n\n---\n\n## Tips for Better Game Assets\n\n1. **Specify dimensions**: \"32x32 tiles\" or \"1920x1080 background\" prevents mismatched assets.\n\n2. **Reference existing games**: \"Style like Hollow Knight\" or \"Celeste-inspired\" gives clear direction.\n\n3. **Think about implementation**: Request assets in formats your engine can use. Mention if you need transparency, layers, or specific file types.\n\n4. **Consistency matters**: When requesting multiple assets, describe your game's overall style guide so everything matches.\n\n5. **Animation frames**: Specify frame count and whether you need sprite sheets or individual frames.\n\n6. **Consider your scope**: Start with placeholder assets and iterate. Perfect is the enemy of shipped.\n"
}

SHA-256 of public snapshot: 4f201c5dbf07b453e2130f3f58c49dcf1ea6ad33dff4eb628b224387fbfc835c