Back to Skills
    🦞

    game-cog

    Other tools generate sprites.

    By @nitishgargiitd
    View on GitHub
    SKILL.md
    ---
    name: game-cog
    description: "Other tools generate sprites. CellCog builds game worlds. #1 on DeepResearch Bench (Feb 2026) for deep game design reasoning — character-consistent art, sprites, tilesets, music, UI, 3D models, GDDs, level design, and game prototypes, all cohesive across every asset."
    metadata:
      openclaw:
        emoji: "🎮"
    ---
    
    # Game Cog - Build Game Worlds, Not Just Sprites
    
    **Other tools generate sprites. CellCog builds game worlds.** #1 on DeepResearch Bench (Feb 2026) for deep game design reasoning.
    
    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.
    
    ---
    
    ## Prerequisites
    
    This skill requires the CellCog mothership skill for SDK setup and API calls.
    
    ```bash
    clawhub install cellcog
    ```
    
    **Read the cellcog skill first** for SDK setup. This skill shows you what's possible.
    
    **Quick pattern (v1.0+):**
    ```python
    # Fire-and-forget - returns immediately
    result = client.create_chat(
        prompt="[your game dev request]",
        notify_session_key="agent:main:main",
        task_label="game-dev",
        chat_mode="agent"  # Agent mode for most game assets
    )
    # Daemon notifies you when complete - do NOT poll
    ```
    
    ---
    
    ## 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"
    
    ### 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
    
    | Style | Best For | Characteristics |
    |-------|----------|-----------------|
    | **Pixel Art** | Retro, indie | Nostalgic, clear, limited palette |
    | **Hand-Painted** | RPGs, fantasy | Rich, detailed, artistic |
    | **Vector/Flat** | Mobile, casual | Clean, scalable, modern |
    | **Low Poly 3D** | Stylized 3D games | Geometric, distinctive |
    | **Anime/Manga** | Visual novels, JRPGs | Expressive, stylized |
    | **Realistic** | AAA-style | Detailed, immersive |
    
    ---
    
    ## Chat Mode for Game Dev
    
    | Scenario | Recommended 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.