Godogen is a generator that lets coding agents create complete games for Godot, Bevy, or Babylon.js from a short description. It is for people who want an agent to build, generate assets for, run, and demonstrate a game project. The catalogue add-ons are instructions and skills used by Claude Code and Codex during that game-building workflow.
Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add htdt/godogen --skill asset-gengit clone --depth 1 https://github.com/htdt/godogenWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/htdt/godogen/asset-gen)<a href="https://agentmods.dev/skills/htdt/godogen/asset-gen"><img src="https://agentmods.dev/badge/skills/htdt/godogen/asset-gen.svg" alt="Measured on agentmods" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00063 | $0.02084 |
| Opus 5 | $0.00032 | $0.01042 |
| Sonnet 5 | $0.00013 | $0.00417 |
| Haiku 4.5 | $0.00006 | $0.00208 |
Grade A, and why
asset-gen scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 125 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Asset Generator
Generate PNG images (Gemini or xAI Grok) and GLB 3D models (Tripo3D) from text prompts. These are paid APIs — every call costs real money. Tools live at ${ASSET_GEN_SKILL_DIR}/tools/; run from the project root and keep runtime-loaded outputs under ${RUNTIME_ASSET_DIR}/.
Models
| Model | Flag | Cost | Best for |
|---|---|---|---|
| Gemini | --model gemini |
5¢ (512) · 7¢ (1K) · 10¢ (2K) · 15¢ (4K) | Precise prompt following — references, characters, 3D refs, exact layouts |
| Grok | --model grok (default) |
2¢ | High quality but imprecise — textures, simple objects, item kits, scenic backgrounds |
Grok produces great-looking output but often ignores specific instructions; reach for Gemini when the result must match what you described.
Images
python3 ${ASSET_GEN_SKILL_DIR}/tools/asset_gen.py image \
--prompt "the full prompt" -o ${RUNTIME_ASSET_DIR}/img/car.png
--model (default grok) · --size (default 1K; Gemini also 512/4K) · --aspect-ratio (default 1:1; also 16:9, 9:16, 4:3, 3:4, 3:2, 2:3).
Image-to-image: pass --image ref.png and the model sees the reference — prompt only for what changes (angle, pose, recolor), don't re-describe appearance. Use this for style families (one hero asset → the rest), variants, and multi-view sets.
Small sprites: minimum generation is 1K, so a 1024px image downscaled to 64px looks muddy. Design display sizes ≥128px, or generate a kit (multiple objects in one 1K image) and slice it with tools/grid_slice.py ... --grid 2x2 --names "a,b,c,d", or prompt for bold flat forms that survive downscaling.
Review every PNG before any GLB conversion — a bad image wastes 30¢+ downstream.
Background removal
Read ${ASSET_GEN_SKILL_DIR}/rembg.md. Key rule: never prompt for a "transparent background" (the generator bakes a checkerboard) — prompt a solid color, then matte it out.
Animated sprites
Recipe: reference → pose → video → extract frames → loop-trim → rembg.
What ships with it
7 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 8d ago First seen · 125 lines · 63 tokens per session scan A 741d1dcd49ec
asset-gen is a skill published in the GitHub repository htdt/godogen (6,741 stars, last pushed 3d ago), licensed MIT. It adds 63 tokens to every session and 2,084 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
art-generate
Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists.
ai-asset-generation
Generate real game assets (images, skyboxes, 3D models, SFX, music, voice, video) from text prompts through the provider registry, with provenance and acceptance gates.
generated-raster-asset-pipeline
Define acceptance, validation, and runtime integration rules for raster assets generated with image models before they become real project content.
cgs-art-bible
Use for art bible tasks that define visual identity, shape language, palette, camera, animation, UI style, and asset constraints; produce verification evidence, changed or proposed files, and handoff boundaries.
cgs-team-audio
Use for team audio tasks that coordinate audio design, implementation, asset readiness, mix targets, and QA for audio work; produce verification evidence, changed or proposed files, and handoff boundaries.
gm-asset
Asset stage manager. Reads current-tag ASSETS.md gaps, accepts user-provided assets, plans visual production units, dispatches asset-producer subagents, collects validated Asset Skill results, updates ASSETS.md directly, and emits minimal worker runtime snapshots from that one authority. Explicit invocation only - use…