planning-game-assets

Plan game asset pipelines with checklists, style guides, and LocalAI versus CLI tool selection.

1|Updated Mar 19, 2026
One-click install
npx skills add https://github.com/fiando/bake-tycoon --skill planning-game-assets-fiando
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: planning-game-assets
Source: https://github.com/fiando/bake-tycoon/tree/main/.github/skills/planning-game-assets
Command: npx skills add https://github.com/fiando/bake-tycoon --skill planning-game-assets-fiando

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game projects often start generating art, audio, and voice assets without an inventory, naming rules, or a consistent style, leading to mismatched assets and wasted generation effort. This Skill structures the planning phase so every asset category, format, and production route is decided before anything is generated. ## Core Features & Use Cases - Asset Inventory Checklist: Covers characters, world art, UI, scenes, voice, music, SFX, and post-processing so no category is forgotten. - Tool Selection Matrix: Maps each asset type to a primary path (LocalAI image generation, TTS, Whisper transcription) and a CLI fallback (Stable Diffusion, Piper, Kokoro, ffmpeg, sox, ImageMagick). - Style Guide and Naming Templates: Provides a reusable style guide template and naming conventions like sprites/player_idle_01.png to keep output consistent. - Use Case: A solo developer starting a new Phaser or Godot game uses this Skill to define the full asset list, lock a pixel-art style guide, and decide that sprites go through LocalAI while SFX cleanup stays in ffmpeg. ## Quick Start Ask the assistant to plan the complete asset pipeline for your game, including the asset checklist, style guide, naming rules, and which categories should use LocalAI versus CLI tools.

Frequently Asked Questions about planning-game-assets

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I plan game assets before generating them?▼

Start with an asset category checklist covering characters, world art, UI, scenes, voice, music, and SFX. Then write a short style guide, lock naming conventions and folder layout, and only then batch-generate and post-process assets.

When should I use LocalAI versus CLI tools for game assets?▼

Use LocalAI first for images, TTS, and transcription via its OpenAI-compatible endpoints. Fall back to CLI tools like Stable Diffusion, Piper, Kokoro, ffmpeg, and sox where LocalAI support is weak, experimental, or missing, such as SFX and music.

What tool works for local text-to-speech for game voice lines?▼

LocalAI's /v1/audio/speech endpoint with Piper backends is the primary path. For more natural local speech, use Kokoro or Piper directly, and keep espeak-style tools only for previews and flow debugging, never final voice packs.

Can I use Kokoro for speech-to-text transcription?▼

No, Kokoro is a TTS engine and belongs in text-to-speech workflows. For transcription use Whisper through LocalAI's /v1/audio/transcriptions endpoint, or faster-whisper and whisper.cpp as CLI fallbacks.

When should I not use this asset planning approach?▼

Skip it when the task is only engine-specific import settings for Godot, Phaser, Unity, or Unreal, or when finished external assets already exist and only import help is needed. It targets planning and production flow, not engine integration.