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arg-software-factory/game-ready-assets

v1.0.0MIT

Production rules for turning a model into a game-ready asset: triangle, material, and bone budgets per platform with LOD chains; clean topology, normals, and UVs; texel density and texture sizes; PBR texture naming, channel packing, and compression; and export settings for Unity, Unreal Engine, Godot, and Blender. Skills only: nothing to install or connect.

Game-Ready Assets

Five skills that carry the rules a game artist applies before an asset ships. Skills only: no server, no account, no setup.

SkillUse it for
poly-budgets-lodsTriangle, material, bone, and draw-call budgets per platform; LOD chains per engine
topology-and-uvsClean topology, normals and smoothing, UV layout, padding, lightmap UVs
texel-densityPixels per meter targets, texture size from surface area, verification
pbr-texture-setsMap naming, ORM and mask-map packing, normal-map conventions, compression
engine-exportUnits, axes, pivots, collision and LOD naming, FBX and glTF settings for Unity, Unreal, Godot, and Blender

The numbers in the skills are common industry starting points. A project's own measured budget and standards always win; the skills tell the agent to ask for them first.