---
title: "game-ready-assets"
description: "Production rules for turning a model into a game-ready asset: triangle, material, and bone budgets per platform with LOD chains; clean topology, normals, and UVs; texel density and texture sizes; PBR texture naming, chan"
canonical: https://agentpluginsdirectory.com/plugins/game-ready-assets
last-updated: 2026-10-01
---

# game-ready-assets
Production rules for turning a model into a game-ready asset: triangle, material, and bone budgets per platform with LOD chains; clean topology, normals, and UVs; texel density and texture sizes; PBR texture naming, channel packing, and compression; and export settings for Unity, Unreal Engine, Godot, and Blender. Skills only: nothing to install or connect.
- Slug: game-ready-assets
- Publisher: Artyx
- Repository: https://github.com/arg-software-factory/artyx-marketplace
- Manifest: plugins/game-ready-assets/plugin.json
- Version: 1.0.0
- License: MIT
- Category (editorial): other
- Skills: 5 (engine-export, pbr-texture-sets, poly-budgets-lods, texel-density, topology-and-uvs)
- MCP servers: 0
- Stars: 0
- Repository created: 2026-07-09
- Repository last pushed: 2026-09-29
- Publisher type: Organization
- Listing: https://agentpluginsdirectory.com/plugins/game-ready-assets
- Schema: https://agent-plugins.org/schemas/1.0.0/plugin.schema.json

## What game-ready-assets does, in the publisher's words

Five skills that carry the rules a game artist applies before an asset ships. Skills only: no server, no account, no setup.

The numbers in the skills are common industry starting points. A project's own measured budget and standards always win; the skills tell the agent to ask for them first.

From the project README, punctuation lightly normalized. Full text: https://raw.githubusercontent.com/arg-software-factory/artyx-marketplace/HEAD/plugins/game-ready-assets/README.md

## Skills

- engine-export: Export a game asset with the right units, axes, transforms, pivots, naming, collision, LODs, and animation settings for Unity, Unreal Engine, Godot 4, or back into Blender, using FBX or glTF. Use when an asset imports at the wrong size or rotation, when choosing FBX vs glTF, when setting up collisi…
- pbr-texture-sets: Name, pack, color-manage, and compress PBR texture sets (base color, normal, roughness, metallic, ambient occlusion, emissive, height) for Unity URP/HDRP, Unreal, Godot, glTF, and Blender. Use when exporting from a baker or texturing tool, when channel-packing ORM or mask maps, when a normal map lo…
- poly-budgets-lods: Set and check triangle, material, bone, and draw-call budgets for a game asset per target platform (mobile, Switch-class, PC/console, standalone VR), and plan its LOD chain. Use before modeling or retopology, when an artist asks "how many polys", when an asset is too heavy for its platform, or when…
- texel-density: Choose, compute, and verify texel density (pixels per meter) so textures look equally sharp across game assets, and pick texture resolutions from it. Use when deciding a texture size for an asset, when one asset looks blurrier or sharper than its neighbors, when scaling UV shells, or when setting a…
- topology-and-uvs: Make a mesh game-ready: clean topology, correct normals and smoothing, and efficient UV layouts with padding and a lightmap channel. Use when retopologizing a sculpt or AI-generated mesh, fixing shading artifacts or bad bakes, unwrapping UVs for baking or tiling, or checking a model before export t…

Descriptions come from the frontmatter of each SKILL.md, punctuation lightly normalized.
