game-assets
Meowa Game Assets
For playable TypeScript/Three.js games, use the developer-only beta Game development workbench. It supports a separate owned game library, idea-based creation without automatic execution, development tasks, activity replay, cancellation, private previews, owned image imports, saved source export, and explicit publishing/unpublishing when enabled. Publish only when the user requests public access.
For coordinate-based map expansion, use image-expander-run; for editable expansion prompts, use image-expander-prompt; for selected final tile exports, use image-expander-export. See maps, tiles, and textures for matching canvas parameters and neighbor coordinates.
Plan a game or create game-ready visual and audio assets. For game concepts, systems, balance, market research, or structured design documents, use the Game Designer module. For assets, establish the final asset contract first, choose the smallest suitable capability, and combine modules only when the downstream command accepts the upstream output.
Load tutorials/frame-animation/ only when the current task requires creating or processing frame animation. These tutorials are extensive; do not preload them for static character/image generation or other asset tasks. Use the relevant capability references for those tasks, and load only the tutorial sections needed for the current animation stage.
For frame-animation tasks, Character design covers design preparation for Pixel and HD; Animation production covers poses, action-specific canvases, first/last frames, generation, editing, and review. Before delivering a character's animation set, read Cross-action anchor review and alignment: review transitions, correct padding offsets with one fixed translation per clip when needed, and preserve intended motion. For Agent-driven V2 generation, follow background and high-frame-rate selection: prefer high frame rate for green-screen animation or promotional output without removal; prefer it off when removal is needed without a green screen. These recommendations do not change CLI defaults.
For the complete Pixel frame-animation workflow, read Pixel frame animation: character design → direct pixel generation or HD-to-pixel conversion → pixel review → animation production. It compares templates, custom-size generation, general generation plus pixelation, and large canvases. HD design preparation is optional; choose by style, dimensions, and actual reviewed results.
For post-processing that adapts reviewed animations to gameplay — speeding up, trimming wind-up and recovery frames, reversing clips, dropping problem frames, or preparing combo actions such as throws handed off to code projectiles and synchronized partner attacks — read Frame-animation post-processing. Load it after an animation passes review, or before generation when a throw or combo needs prepared first/last frames.
When animations go into a game or interactive demo, read Frame animation in games for metadata, anchors and root motion, state transitions, hit detection, hit feedback, effect responsibilities, multi-character sync, pixel rendering, and in-game review.
For Image2.5 free native background removal, see Transparent asset tips.