Install
$ agentstack add skill-summerengine-summer-engine-agent-asset-strategy ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Asset Strategy — Meta-Router for Asset Creation
Classify the user's request, ask at most one clarifying question, then dispatch to the right specialist via the Skill tool. Don't generate anything yourself — every media-type/asset-class combination has a dedicated specialist that owns the prompt patterns, polycount targets, gates, and fallbacks. Your job is the routing decision, not the work.
Step 1 — Classify by media type
| Signal in user request | Continue at | |---|---| | image, art, concept, portrait, icon, sprite, texture, skybox, HUD | 2D table | | model, mesh, 3D, prop, character, rigged, vehicle, tree, level kit | 3D table | | sound, SFX, music, ambient, voice, VO | Audio table | | cutscene, trailer, loop video, animated background | Video table | | animation, idle, walk, attack, retarget, blend tree, IK, lipsync | Animation table | | fire, muzzle flash, smoke, lightning, shake, hit-stop, particles | VFX table |
If the request spans rows ("a witch with idle and a fire spell"), classify the first asset and dispatch — the specialist hands off when it's done.
Step 2 — Disambiguate (one question max)
Ask the exact phrase before dispatching. Skipping the question is the most common routing mistake.
| Ambiguity | Disambiguation question (verbatim) | Routes | |---|---|---| | Concept art vs character portrait | "Quick check — exploring the look (3-4 variants for art direction) or generating a final character portrait for dialogue UI?" | summer:2d-assets/concept-art (exploring) / summer:2d-assets/character-portrait (final) | | Prop vs character model | "Static object (sword, chair, lantern) or rigged character that needs animation?" | summer:3d-assets/prop-model / summer:3d-assets/character-model | | Tile vs sprite sheet | "One seamless tile that repeats, or a frame grid for an animated sprite?" | summer:2d-assets/tileable-texture / summer:2d-assets/sprite-sheet | | SFX vs music | "One-shot effect or a longer track (loop, theme, ambient bed)?" | summer:audio/sound-effect / summer:audio/music-track (or audio/ambient-bed) | | Generate vs retarget motion | "Generate a new clip on this character, or apply an existing library to a new character?" | summer:animation/generate-motion / summer:animation/retarget | | VFX recipe vs game-feel | "Particle/shader effect in the world or screen-feel (camera shake, hit-stop)?" | summer:visual-effects/recipes/ / summer:visual-effects/game-feel |
Step 3 — Dispatch
Invoke the specialist via the Skill tool. Don't paraphrase — let it run. Pass the user's original phrasing through.
Routing tables
2D assets
| Request | Skill | |---|---| | Concept / mood board / variants | summer:2d-assets/concept-art | | Polished portrait / NPC bust | summer:2d-assets/character-portrait | | Pixel sprite / retro icon | summer:2d-assets/pixel-art | | HUD / button / inventory frame | summer:2d-assets/ui-graphics | | Wall / floor / seamless ground | summer:2d-assets/tileable-texture | | Run cycle / spritesheet grid | summer:2d-assets/sprite-sheet | | 360 sky / panoramic background | summer:2d-assets/skybox-panorama |
3D assets
| Request | Skill | |---|---| | Sword / chair / barrel / static object | summer:3d-assets/prop-model | | Player / NPC / enemy / boss / rigged humanoid | summer:3d-assets/character-model (canonical Meshy auto-rig) | | Modular dungeon / building blocks | summer:3d-assets/environment-kit | | Car / spaceship / hard-surface vehicle | summer:3d-assets/vehicle-model | | Tree / rock / mushroom / foliage | summer:3d-assets/organic-model |
Polycount targets (hero 8k–15k, grunt 3k–6k, mobile 1k–3k, cinematic 20k–40k) live in each specialist.
Audio
| Request | Skill | |---|---| | Sword clash / footstep / UI click | summer:audio/sound-effect | | Theme / level music / boss track | summer:audio/music-track | | Forest ambience / cave drone | summer:audio/ambient-bed | | NPC line / VO / spoken dialogue | summer:audio/voice-line | | Music that reacts to combat | summer:audio/adaptive-music | | What should this game sound like | summer:audio/audio-direction |
Animation
| Request | Skill | |---|---| | Idle / walk / run / attack — new clip | summer:animation/generate-motion | | Apply library to a different character | summer:animation/retarget | | Blend tree / state machine | summer:animation/animation-tree | | Look-at / IK / foot placement | summer:animation/procedural-animation | | Lipsync / facial blendshapes | summer:animation/facial-and-lipsync |
Video
| Request | Skill | |---|---| | Intro cutscene / story sequence | summer:video/cinematic-cutscene | | Steam trailer / marketing clip | summer:video/trailer-shot | | Animated menu background / loop | summer:video/animated-loop |
Visual effects
VFX is code, not generative — recipes are shader + GDScript + node setup, not image generation.
| Request | Skill | |---|---| | Fire / torch / campfire | summer:visual-effects/recipes/fire | | Muzzle flash / gunshot | summer:visual-effects/recipes/muzzle-flash | | Water ripple / splash | summer:visual-effects/recipes/water-ripple | | Lightning / electric arc | summer:visual-effects/recipes/lightning | | Dissolve / disintegrate | summer:visual-effects/recipes/dissolve | | Smoke / dust puff | summer:visual-effects/recipes/smoke | | Hit spark / impact flash | summer:visual-effects/recipes/hit-spark | | Magic glow / aura | summer:visual-effects/recipes/magic-glow | | Camera shake / hit-stop | summer:visual-effects/game-feel |
When NOT to use this skill
- The user already named the specific skill — go straight there.
- The user is debugging or running the game — route to
summer:debugorsummer:play. - The asset is an existing Summer asset ID — call
summer_get_asset, thensummer_import_asset_by_id. - The asset is being imported from a non-Summer URL (
.glb/.wavfrom Sketchfab, Quaternius, AmbientCG) — callsummer_import_from_urldirectly. - The user wants to plan the whole game's asset list —
summer:brainstorm-gamefirst, then this router on each item.
Anti-patterns
- Generating yourself instead of dispatching. This file holds zero prompt patterns by design. If you're writing a
summer_generate_imagecall from here, stop and invoke the specialist. - Skipping the disambiguation question. Sends users to the wrong specialist and burns a paid generation. The verbatim phrasing in Step 2 is required.
- Routing concept-art to character-portrait (or the reverse). Different goals: concept-art produces 4 divergent variants for art direction; character-portrait produces 1 polished bust for dialogue UI.
- Inventing skill names. Only dispatch to skills listed above. If nothing fits, ask the user to clarify.
- Routing rigged-humanoid requests to
prop-model. Anything that needs animation always goes tosummer:3d-assets/character-model.
Fallback (no MCP)
The router still works without MCP — classification is text-only. It hands off to the specialist, which surfaces its own no-MCP fallback (typically: run the equivalent generation via the Summer dashboard / Meshy / nano-banana web, then summer_import_from_url once MCP is back).
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: SummerEngine
- Source: SummerEngine/summer-engine-agent
- License: MIT
- Homepage: https://summerengine.com/
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.