Create, inspect, normalize, validate, and package game-development assets with local tools plus optional Tripo and Leonardo jobs. Use for 3D, texture, reference-image, sound-effect, Blender, GLB, PBR, or USDZ asset-production work; not for admitting packages into a game project.
Route local game-asset production, package vendoring, offscreen render diagnosis, and bounded performance work through the game-dev CLI. Use only when a game-development request explicitly spans two or more of these workflows, needs a cross-workflow handoff, or asks for Game Development Studio orchestration; do not…
Summarize sealed game-run telemetry, compare baseline and candidate metrics, and execute bounded code-optimization goals with explicit path and iteration limits. Use for measurable performance work after a reproducible adapter scenario exists; not for visual diagnosis without a metric.
Direct visual style, art bibles, asset consistency, prompt language, sprite readability, UI visual systems, animation style, and Cocos-ready asset QA for game art pipelines. Use before asset generation when Codex needs to define a coherent look, guide or critique generated assets, coordinate with cocosassetforge…
Plan, generate, adapt, validate, and import Cocos Creator 3.x game assets through a configured Cocos Asset Forge-compatible MCP. Use whenever the user asks for Cocos assets, sprites, sprite sheets, tilesets, UI packs, effects, placeholders, audio, art bibles, Cocos-ready metadata, asset folders, bundle placement…
Review generated or imported Cocos Creator game assets against game design, art direction, gameplay semantics, animation needs, technical quality, mobile readability, interaction feedback, audio fit, performance risk, and runtime import constraints. Use after asset generation or adaptation, before importing assets…