# game-asset-pipeline

Sets up an automated processing pipeline for game textures, 3D models, audio, and animations. Useful when targeting multiple platforms and optimizing build sizes.

- command · `type=command` · Claude Code · 251 installs
- Author: davila7
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/davila7/claude-code-templates/tree/HEAD/cli-tool/components/commands/game-development/game-asset-pipeline.md
- Updated: 2026-10-24
- HTML: https://affpapa.org/en/nevibecode/commands/game-asset-pipeline

## What it does

The command inspects `Assets/` or `assets/` folders, counts `.png`, `.fbx`, `.wav`, and `.mp3` files, and tallies assets tracked by `git lfs`. Target platforms are identified via `ProjectSettings/ProjectSettings.asset` or detected build configurations.

Claude Code then generates format validation rules, processing scripts, and version control hooks. Workflows cover texture compression to ASTC or DXT, automatic LOD mesh generation, audio bitrate optimization, and animation keyframe reduction.

Batch processing will fail if `blender`, `ffmpeg`, or `imagemagick` are missing from your system `PATH`.

## Install

### Claude Code (native platform)

1. **claude-code-templates**
```bash
npx claude-code-templates@latest --command game-development/game-asset-pipeline
```

2. **Manually: put the files in place**
- File: `.claude/commands/game-asset-pipeline.md` — Call it with /game-asset-pipeline. For all projects use ~/.claude/commands/

### Codex

**Manually: put the files in place**
- File: `~/.codex/prompts/game-asset-pipeline.md` — Call it with /prompts:game-asset-pipeline. Codex marks this format deprecated in favour of skills

### GitHub Copilot

**Manually: put the files in place**
- File: `.github/prompts/game-asset-pipeline.prompt.md`

### Gemini CLI

**Manually: put the files in place**
- File: `.gemini/commands/game-asset-pipeline.toml` — Gemini stores commands as TOML: the prompt text goes into the prompt field

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/davila7/claude-code-templates/tree/HEAD/cli-tool/components/commands/game-development/game-asset-pipeline.md

## When to use it
- compress textures into ASTC or DXT formats with mipmap generation
- generate LOD meshes and validate collision geometry
- convert audio files with bitrates optimized for memory or streaming
- reduce animation keyframes and check bone hierarchies

## Example prompts
- /game-asset-pipeline --textures
- /game-asset-pipeline --models
- /game-asset-pipeline --comprehensive

## Source text · game-asset-pipeline.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: a3de731764f8bb76.

BEGIN THIRD-PARTY FILE a3de731764f8bb76
```text
---
allowed-tools: Read, Write, Edit, Bash
argument-hint: "[pipeline-type] | --art | --audio | --models | --textures | --comprehensive"
description: Use PROACTIVELY to build automated game asset processing pipelines with optimization, validation, and multi-platform delivery systems
---

# Game Asset Pipeline & Processing System

Build comprehensive game asset processing pipeline: $ARGUMENTS

## Current Asset Environment

- Project assets: !`find . -name "*.png" -o -name "*.fbx" -o -name "*.wav" -o -name "*.mp3" | wc -l` total assets
- Asset sizes: !`du -sh Assets/ 2>/dev/null || du -sh assets/ 2>/dev/null || echo "No assets folder found"`
- Build tools: !`which blender`; !`which ffmpeg`; !`which imagemagick`
- Platform targets: @ProjectSettings/ProjectSettings.asset or detect from build configs
- Version control: !`git lfs ls-files | wc -l` LFS-tracked files

## Task

Create an automated asset processing pipeline with optimization, validation, platform-specific delivery, and real-time monitoring for game development workflows.

## Asset Pipeline Components

### 1. Asset Import & Validation
- Automated asset format validation and standardization
- Quality assurance checks for texture resolution, model complexity
- Asset naming convention enforcement
- Metadata extraction and tagging system
- Source asset backup and version control integration

### 2. Multi-Platform Optimization
- Platform-specific texture compression (ASTC, DXT, etc.)
- Model LOD generation and optimization
- Audio format conversion and compression
- Shader variant compilation for target platforms
- Memory budget validation per platform

### 3. Build Integration
- Automated asset processing during build pipeline
- Incremental processing for modified assets only
- Asset bundle generation and packaging
- Dependency tracking and resolution
- Build-time asset validation and error reporting

### 4. Quality Assurance
- Visual diff comparison for texture changes
- Model geometry validation and optimization
- Audio quality and compression ratio analysis
- Performance impact assessment for new assets
- Automated regression testing for asset changes

## Processing Workflows

### Texture Processing Pipeline
- Import validation and format standardization
- Automatic mipmap generation and optimization
- Platform-specific compression with quality settings
- Memory usage estimation and optimization
- Integration with sprite atlasing and texture streaming

### 3D Model Processing Pipeline
- Import validation and mesh optimization
- Automatic LOD generation with configurable reduction ratios
- Bone and animation optimization
- Texture coordinate validation and optimization
- Collision mesh generation and validation

### Audio Processing Pipeline
- Format standardization and quality validation
- Platform-specific compression with bitrate optimization
- Audio asset tagging and categorization
- Streaming vs. loaded-in-memory recommendations
- Audio occlusion and spatialization preparation

### Animation Processing Pipeline
- Animation clip optimization and compression
- Keyframe reduction and smoothing
- Bone hierarchy validation and optimization
- Animation event validation and documentation
- Runtime performance impact analysis

## Deliverables

1. **Asset Processing Configuration**
   - Platform-specific processing rules and settings
   - Quality thresholds and validation criteria
   - Automated workflow triggers and conditions

2. **Pipeline Implementation**
   - Asset processing scripts and automation tools
   - Build system integration and deployment
   - Version control hooks and asset tracking

3. **Monitoring & Reporting**
   - Asset processing performance metrics
   - Quality assurance reports and validation results
   - Platform compatibility and optimization reports

4. **Documentation & Guidelines**
   - Asset creation guidelines for artists and designers
   - Pipeline usage documentation and troubleshooting
   - Performance impact guidelines and best practices

## Integration Guidelines
```
END THIRD-PARTY FILE a3de731764f8bb76

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