Game Cog

v1.0.12

AI game development powered by CellCog. Character-consistent art, sprites, tilesets, music, UI, 3D models, GDDs, level design, game prototypes. Cohesive game...

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byCellCog@nitishgargiitd
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Purpose & Capability
Name, description, and SKILL.md all describe game asset and prototype generation via CellCog. The declared dependency on the cellcog SDK and the runtime examples match the stated purpose; no unrelated binaries, env vars, or config paths are requested.
Instruction Scope
SKILL.md contains usage examples and instructs the agent to call the CellCog SDK/API (create_chat, CellCogClient). That is within scope for a CellCog wrapper, but it implies sending user prompts and asset-generation requests to an external service (cellcog.ai). The file does not instruct the agent to read arbitrary local files, secrets, or system state beyond what the CellCog SDK would normally use.
Install Mechanism
There is no install spec and no code files; this is instruction-only. Nothing will be downloaded or written by the skill itself.
Credentials
Skill declares no required environment variables or credentials. If you later install or use the referenced cellcog SDK it might request API keys, but this skill itself does not request unrelated secrets.
Persistence & Privilege
always is false and the skill does not request elevated or persistent privileges. Agent autonomous invocation is allowed by platform default but the skill does not attempt to modify system or other skills' configuration.
Assessment
This skill is an instruction-only wrapper for CellCog — it tells the agent how to call the CellCog SDK/API to generate game assets. Before installing: (1) understand that using the skill will cause prompts and possibly asset content to be sent to the external service (cellcog.ai) — review their privacy/terms; (2) verify you trust the CellCog provider and the registry owner if you will send proprietary game ideas or assets; (3) check whether the referenced 'cellcog' SDK will later require API keys or tokens and ensure those are provided only if you intend to grant access; (4) if you need offline/local-only workflows, this skill is not suitable as written. No code is installed by this skill itself, so risk is limited to data you send to the external service.

Like a lobster shell, security has layers — review code before you run it.

Runtime requirements

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v1.0.12
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macOS, Linux, Windows

Game Cog - Build Game Worlds, Not Just Sprites

Game development assets and prototypes with character consistency across all assets.

Game development is a multi-discipline problem — mechanics, art, music, UI, and level design all need to feel unified. CellCog reasons deeply about your game's vision first, then produces character-consistent art, tilesets, music, sound effects, UI elements, 3D models, and full game design documents — all cohesive from a single brief.

How to Use

For your first CellCog task in a session, read the cellcog skill for the full SDK reference — file handling, chat modes, timeouts, and more.

OpenClaw (fire-and-forget):

result = client.create_chat(
    prompt="[your task prompt]",
    notify_session_key="agent:main:main",
    task_label="my-task",
    chat_mode="agent",
)

All agents except OpenClaw (blocks until done):

from cellcog import CellCogClient
client = CellCogClient(agent_provider="openclaw|cursor|claude-code|codex|...")
result = client.create_chat(
    prompt="[your task prompt]",
    task_label="my-task",
    chat_mode="agent",
)
print(result["message"])

What You Can Create

Character Design

Bring your game characters to life:

  • Player Characters: "Design a cyberpunk samurai protagonist with multiple poses"
  • NPCs: "Create a friendly merchant character for a fantasy RPG"
  • Enemies: "Design a boss monster - corrupted tree guardian"
  • Character Sheets: "Create a full character sheet with idle, run, attack poses"
  • Portraits: "Generate dialogue portraits for my visual novel cast"

Example prompt:

"Design a main character for a cozy farming game:

Style: Stardew Valley / pixel art inspired but higher resolution Character: Young farmer, customizable gender, friendly expression

Need:

  • Front, back, side views
  • Idle pose
  • Walking animation frames (4 directions)
  • Tool-holding poses (hoe, watering can)

Color palette: Warm, earthy tones"

Environment & Tiles

Build your game worlds:

  • Tilesets: "Create a forest tileset for a top-down RPG"
  • Backgrounds: "Design parallax backgrounds for a side-scroller"
  • Level Concepts: "Create concept art for a haunted mansion level"
  • Props: "Generate decorative props for a medieval tavern"
  • UI Elements: "Design health bars, inventory slots, and buttons"

Example prompt:

"Create a tileset for a dungeon crawler:

Style: 16-bit inspired, dark fantasy

Include:

  • Floor tiles (stone, dirt, water)
  • Wall tiles (brick, cave, decorated)
  • Doors (wooden, iron, magic)
  • Props (torches, chests, barrels, bones)
  • Traps (spikes, pressure plates)

All tiles should seamlessly connect."

Game Concepts

Develop your game ideas:

  • Game Design Documents: "Create a GDD for a roguelike deckbuilder"
  • Story Outlines: "Write the main storyline for a sci-fi RPG"
  • Mechanics Design: "Design a unique combat system for my action game"
  • World Building: "Create the lore for a post-apocalyptic world"
  • Pitch Decks: "Build a pitch deck for my indie game to show publishers"

Example prompt:

"Create a game design document for a mobile puzzle game:

Core concept: Match-3 meets city building Target: Casual players, 5-minute sessions

Include:

  • Core loop explanation
  • Progression system
  • Monetization strategy (ethical F2P)
  • First 10 levels design
  • Art style recommendations

Reference games: Gardenscapes meets SimCity"

3D Models & Assets

Production-ready 3D models in GLB format for your game engine:

  • Characters: "Create a 3D model of my RPG protagonist"
  • Weapons & Items: "Generate 3D weapon models — sword, axe, bow, staff"
  • Props: "Create 3D dungeon props — chests, barrels, torches"
  • Vehicles: "Build a low-poly spaceship for my mobile game"
  • Environment pieces: "Generate 3D trees, rocks, and buildings for my world"

CellCog handles the full pipeline — describe what you want, and it generates optimized reference images then converts to textured 3D models. Batch generation supported (e.g., "create 10 weapon models").

GLB output works with Unity, Unreal, Godot, Three.js, and Blender. Specify poly count and PBR materials for your target platform.

For dedicated 3D generation workflows, also check out 3d-cog.

Sprites & Animation

Assets ready for your game engine:

  • Sprite Sheets: "Create a sprite sheet for a ninja character"
  • Animated Effects: "Design explosion and hit effect animations"
  • Items: "Generate icons for weapons, potions, and armor"
  • Particle Effects: "Create magic spell effect concepts"

UI/UX Design

Make your game feel polished:

  • Main Menus: "Design a main menu for a horror game"
  • HUD Elements: "Create health, mana, and stamina bars"
  • Inventory Systems: "Design an inventory UI for a survival game"
  • Dialogue Boxes: "Create dialogue UI for a visual novel"

Art Styles

StyleBest ForCharacteristics
Pixel ArtRetro, indieNostalgic, clear, limited palette
Hand-PaintedRPGs, fantasyRich, detailed, artistic
Vector/FlatMobile, casualClean, scalable, modern
Low Poly 3DStylized 3D gamesGeometric, distinctive
Anime/MangaVisual novels, JRPGsExpressive, stylized
RealisticAAA-styleDetailed, immersive
3D Models (GLB)Game engines, AR/VRTextured, customizable topology and poly count

Chat Mode for Game Dev

ScenarioRecommended Mode
Individual assets, sprites, character designs, UI elements"agent"
Full game concepts, complex world building, narrative design"agent team"

Use "agent" for most game assets. Characters, tilesets, UI elements execute well in agent mode.

Use "agent team" for game design depth - full GDDs, complex narratives, or when you need multiple creative angles explored.


Example Prompts

Full character design:

"Design an enemy type for my metroidvania:

Concept: Shadow creatures that emerge from walls Behavior: Ambush predator, retreats when hit

Need:

  • Concept art showing the creature emerging from shadow
  • Idle animation frames (lurking)
  • Attack animation frames
  • Death/dissolve animation

Style: Dark, fluid, unsettling but not gory (Teen rating)"

Complete tileset:

"Create a complete tileset for a beach/tropical level:

Style: Bright, colorful, 32x32 pixel tiles

Include:

  • Sand (multiple variations)
  • Water (shallow, deep, animated waves)
  • Palm trees and tropical plants
  • Rocks and cliffs
  • Beach items (shells, starfish, umbrellas)
  • Wooden platforms/bridges

Should work for a platformer game."

Game concept:

"Design a game concept: 'Wizard's Delivery Service'

Pitch: You're a wizard who delivers magical packages across a fantasy kingdom Genre: Cozy adventure / time management Platform: PC and Switch

I need:

  • Core gameplay loop
  • Progression systems
  • Character concepts for the wizard and NPCs
  • 3 sample delivery missions
  • Art style moodboard

Vibe: Studio Ghibli meets Overcooked"


Tips for Better Game Assets

  1. Specify dimensions: "32x32 tiles" or "1920x1080 background" prevents mismatched assets.

  2. Reference existing games: "Style like Hollow Knight" or "Celeste-inspired" gives clear direction.

  3. Think about implementation: Request assets in formats your engine can use. Mention if you need transparency, layers, or specific file types.

  4. Consistency matters: When requesting multiple assets, describe your game's overall style guide so everything matches.

  5. Animation frames: Specify frame count and whether you need sprite sheets or individual frames.

  6. Consider your scope: Start with placeholder assets and iterate. Perfect is the enemy of shipped.


If CellCog is not installed

Run /cellcog-setup (or /cellcog:cellcog-setup depending on your tool) to install and authenticate. OpenClaw users: Run clawhub install cellcog instead. Manual setup: pip install -U cellcog and set CELLCOG_API_KEY. See the cellcog skill for SDK reference.

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