Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review.
Install
npx skills add https://github.com/mengto/skills --skill build-vesperfall-review-assetsSKILL.md
Build Vesperfall Review Assets
Create one reviewable asset pair without confusing catalog media, imported files, procedural factories, and future contracts.
Workflow
- Inspect repository truth before choosing a model path.
- Locate shipped PNG, FBX, GLB, textures, runtime factories, and declared-but-missing paths.
- Prefer a shipped FBX/GLB when it is the actual runtime source.
- Use
$img2threejsonly when reconstructing from an image in code. Never relabel imported geometry as img2threejs. - Do not claim a GLB or texture exists because code declares a future URL.
- Produce the transparent catalog reference.
- Reuse or derive from the production portrait when it already matches the asset identity.
- Normalize catalog copies to 512×512 RGBA unless the project contract says otherwise.
- Keep transparent corners and avoid baked floor, halo, or shadow.
- Store project-bound output under
public/asset-catalog/<category>/.
- Build the live model preview.
- Put loading/model construction in a small asset-specific module.
- Preserve runtime provenance in
userData: source paths or factory, action count, sockets, and review-only status. - Attach equipment to named sockets. Keep materials, renderer, mixers, events, and animation frames disposable.
- Frame from measured bounds. Ground from foot/contact geometry, not the lowest weapon tip.
- Pair the catalog surfaces.
- Card/grid: transparent PNG only, with no canvas.
- Selected inspector: one live model canvas plus truthful format label.
- Add a button to an isolated preview or moveset route.
- Keep fallback media visible until WebGL/model loading is ready.
- Build the isolated review route.
- Expose the real action library when clips exist.
- Provide restart, pause/play, action selection, drag rotation, source paths, and provenance.
- For procedural motions, mark runtime, contract, and candidate actions separately.
- Validate before committing.
- Run
scripts/validate_pair.py <png> <model-source>. - Add inventory tests for exact paths, RGBA dimensions, preview kind, and route.
- Test every motion/contact point deterministically when grounding changes with animation.
- Run build, lint, full tests, and
git diff --check. - Use the Codex in-app browser only. Verify desktop and mobile, card PNG/no canvas, inspector model/one canvas, preview navigation, grounding, scroll, overflow, broken media, and console warnings/errors.
- Run
- Commit the narrow task and hand off its exact SHA before deployment reconciliation.
Read references/catalog-contract.md when changing catalog types, provenance language, or review-route behavior.
Required reporting
Report:
- PNG path, dimensions, and alpha status
- model source or procedural factory
- whether the model is imported, runtime procedural, or review-only reconstruction
- preview route and available actions
- test/build/browser proof
- exact commit SHA
Related skills
godot-gdscript-patternswshobson16KMaster Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.game-enginegithub13KExpert skill for building web-based game engines and games using HTML5, Canvas, WebGL, and JavaScript. Use when asked to create games, build game engines, implement game physics, handle collision detection, set up game loops, manage sprites, add game controls, or work with 2D/3D rendering. Covers techniques for platformers, breakout-style games, maze games, tilemaps, audio, multiplayer via WebRTC, and publishing games.unity-ecs-patternswshobson11KMaster Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development. Use when building data-oriented games, optimizing performance, or working with large entity counts.msw-defaultplayermsw-git7.9KMSW DefaultPlayer (character) management. Use the msw-general ModelBuilder to inspect/patch DefaultPlayer.model and Player.model, add/remove components, configure movement speed / jump force / HP / camera, and per-map-mode movement components. Use for DefaultPlayer model, player components, movement speed, jump force, HP, camera, physics. Keywords: player, DefaultPlayer, speed, jump, HP, camera, gravity, revive, respawn, character.
