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SKILL verified MIT Self-run

Asset Strategy

skill-summerengine-summer-engine-agent-asset-strategy · by SummerEngine

Use when planning asset creation, picking an asset pipeline, or routing an "I need a [thing]" request to the right specialist skill. Disambiguates between 2D / 3D / audio / video / VFX / animation pipelines and dispatches via the Skill tool. Trigger on "assets", "asset pipeline", "make a model", "I need a sound", "create concept art", "generate something", broad creative requests.

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Install

$ agentstack add skill-summerengine-summer-engine-agent-asset-strategy

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No 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.

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Reliability & compatibility

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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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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:debug or summer:play.
  • The asset is an existing Summer asset ID — call summer_get_asset, then summer_import_asset_by_id.
  • The asset is being imported from a non-Summer URL (.glb / .wav from Sketchfab, Quaternius, AmbientCG) — call summer_import_from_url directly.
  • The user wants to plan the whole game's asset list — summer:brainstorm-game first, 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_image call 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 to summer: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.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.