What problem does it solve?
Game developers often force every reference image through image-to-3D reconstruction or pick the wrong asset representation, wasting budget and hurting runtime performance. This Skill provides a decision framework for choosing between imported meshes, procedural geometry, 2D media, and reference-only art.
Core Features & Use Cases
- Asset Classification: Maps each game asset need (hero character, prop, UI icon, level mood) to the right representation, from rigged imported meshes to procedural Three.js geometry to generated 2D media.
- Runtime Integration Guidance: Covers normalization of scale, pivots, materials, animation clips, sockets, colliders, and licensing before scene integration.
- In-Game Verification: Requires checking camera distance, lighting, collision, mobile viewport, draw calls, triangles, and frame time in the actual game rather than an asset viewer.
- Use Case: When building a Three.js game with a mix of characters, pickups, and UI art, use this Skill to decide which assets to import, which to generate procedurally, and which to keep as 2D media, then verify performance budgets in-engine.
Quick Start
Use the build-hybrid-game-assets skill to plan the asset pipeline for my Three.js game and classify each asset by representation type.