Requirements
- Target platform
- OpenClaw
- Install method
- Manual import
- Extraction
- Extract archive
- Prerequisites
- OpenClaw
- Primary doc
- SKILL.md
Other tools generate sprites. CellCog builds game worlds. #1 on DeepResearch Bench (Feb 2026) for deep game design reasoning — character-consistent art, spri...
Other tools generate sprites. CellCog builds game worlds. #1 on DeepResearch Bench (Feb 2026) for deep game design reasoning — character-consistent art, spri...
Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.
I downloaded a skill package from Yavira. Read SKILL.md from the extracted folder and install it by following the included instructions. Tell me what you changed and call out any manual steps you could not complete.
I downloaded an updated skill package from Yavira. Read SKILL.md from the extracted folder, compare it with my current installation, and upgrade it while preserving any custom configuration unless the package docs explicitly say otherwise. Summarize what changed and any follow-up checks I should run.
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.
This skill requires the cellcog skill for SDK setup and API calls. clawhub install cellcog Read the cellcog skill first for SDK setup. This skill shows you what's possible. Quick pattern (v1.0+): # 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
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"
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."
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"
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.
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"
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"
StyleBest ForCharacteristicsPixel ArtRetro, indieNostalgic, clear, limited paletteHand-PaintedRPGs, fantasyRich, detailed, artisticVector/FlatMobile, casualClean, scalable, modernLow Poly 3DStylized 3D gamesGeometric, distinctiveAnime/MangaVisual novels, JRPGsExpressive, stylizedRealisticAAA-styleDetailed, immersive3D Models (GLB)Game engines, AR/VRTextured, customizable topology and poly count
ScenarioRecommended ModeIndividual 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.
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"
Specify dimensions: "32x32 tiles" or "1920x1080 background" prevents mismatched assets. Reference existing games: "Style like Hollow Knight" or "Celeste-inspired" gives clear direction. Think about implementation: Request assets in formats your engine can use. Mention if you need transparency, layers, or specific file types. Consistency matters: When requesting multiple assets, describe your game's overall style guide so everything matches. Animation frames: Specify frame count and whether you need sprite sheets or individual frames. Consider your scope: Start with placeholder assets and iterate. Perfect is the enemy of shipped.
Code helpers, APIs, CLIs, browser automation, testing, and developer operations.
Largest current source with strong distribution and engagement signals.