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 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
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
| 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 |
| 3D Models (GLB) |
Game engines, AR/VR |
Textured, customizable topology and poly count |
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
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.
1---2name: game-cog3description: 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.4---5
6# Game Cog - Build Game Worlds, Not Just Sprites
7
8**Other tools generate sprites. CellCog builds game worlds.** #1 on DeepResearch Bench (Feb 2026) for deep game design reasoning.
9
10Game 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.
11
12---
13
14## Prerequisites
15
16This skill requires the `cellcog` skill for SDK setup and API calls.
17
18```bash
19clawhub install cellcog
20```
21
22**Read the cellcog skill first** for SDK setup. This skill shows you what's possible.
23
24**Quick pattern (v1.0+):**
25```python
26# Fire-and-forget - returns immediately
27result = client.create_chat(
28 prompt="[your game dev request]",
29 notify_session_key="agent:main:main",
30 task_label="game-dev",
31 chat_mode="agent" # Agent mode for most game assets
32)
33# Daemon notifies you when complete - do NOT poll
34```
35
36---
37
38## What You Can Create
39
40### Character Design
41
42Bring your game characters to life:
43
44- **Player Characters**: "Design a cyberpunk samurai protagonist with multiple poses"
45- **NPCs**: "Create a friendly merchant character for a fantasy RPG"
46- **Enemies**: "Design a boss monster - corrupted tree guardian"
47- **Character Sheets**: "Create a full character sheet with idle, run, attack poses"
48- **Portraits**: "Generate dialogue portraits for my visual novel cast"
49
50**Example prompt:**
51> "Design a main character for a cozy farming game:
52>
53> Style: Stardew Valley / pixel art inspired but higher resolution
54> Character: Young farmer, customizable gender, friendly expression
55>
56> Need:
57> - Front, back, side views
58> - Idle pose
59> - Walking animation frames (4 directions)
60> - Tool-holding poses (hoe, watering can)
61>
62> Color palette: Warm, earthy tones"
63
64### Environment & Tiles
65
66Build your game worlds:
67
68- **Tilesets**: "Create a forest tileset for a top-down RPG"
69- **Backgrounds**: "Design parallax backgrounds for a side-scroller"
70- **Level Concepts**: "Create concept art for a haunted mansion level"
71- **Props**: "Generate decorative props for a medieval tavern"
72- **UI Elements**: "Design health bars, inventory slots, and buttons"
73
74**Example prompt:**
75> "Create a tileset for a dungeon crawler:
76>
77> Style: 16-bit inspired, dark fantasy
78>
79> Include:
80> - Floor tiles (stone, dirt, water)
81> - Wall tiles (brick, cave, decorated)
82> - Doors (wooden, iron, magic)
83> - Props (torches, chests, barrels, bones)
84> - Traps (spikes, pressure plates)
85>
86> All tiles should seamlessly connect."
87
88### Game Concepts
89
90Develop your game ideas:
91
92- **Game Design Documents**: "Create a GDD for a roguelike deckbuilder"
93- **Story Outlines**: "Write the main storyline for a sci-fi RPG"
94- **Mechanics Design**: "Design a unique combat system for my action game"
95- **World Building**: "Create the lore for a post-apocalyptic world"
96- **Pitch Decks**: "Build a pitch deck for my indie game to show publishers"
97
98**Example prompt:**
99> "Create a game design document for a mobile puzzle game:
100>
101> Core concept: Match-3 meets city building
102> Target: Casual players, 5-minute sessions
103>
104> Include:
105> - Core loop explanation
106> - Progression system
107> - Monetization strategy (ethical F2P)
108> - First 10 levels design
109> - Art style recommendations
110>
111> Reference games: Gardenscapes meets SimCity"
112
113### 3D Models & Assets
114
115Production-ready 3D models in GLB format for your game engine:
116
117- **Characters**: "Create a 3D model of my RPG protagonist"
118- **Weapons & Items**: "Generate 3D weapon models — sword, axe, bow, staff"
119- **Props**: "Create 3D dungeon props — chests, barrels, torches"
120- **Vehicles**: "Build a low-poly spaceship for my mobile game"
121- **Environment pieces**: "Generate 3D trees, rocks, and buildings for my world"
122
123CellCog 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").
124
125GLB output works with Unity, Unreal, Godot, Three.js, and Blender. Specify poly count and PBR materials for your target platform.
126
127For dedicated 3D generation workflows, also check out `3d-cog`.
128
129### Sprites & Animation
130
131Assets ready for your game engine:
132
133- **Sprite Sheets**: "Create a sprite sheet for a ninja character"
134- **Animated Effects**: "Design explosion and hit effect animations"
135- **Items**: "Generate icons for weapons, potions, and armor"
136- **Particle Effects**: "Create magic spell effect concepts"
137
138### UI/UX Design
139
140Make your game feel polished:
141
142- **Main Menus**: "Design a main menu for a horror game"
143- **HUD Elements**: "Create health, mana, and stamina bars"
144- **Inventory Systems**: "Design an inventory UI for a survival game"
145- **Dialogue Boxes**: "Create dialogue UI for a visual novel"
146
147---
148
149## Art Styles
150
151| Style | Best For | Characteristics |
152|-------|----------|-----------------|
153| **Pixel Art** | Retro, indie | Nostalgic, clear, limited palette |
154| **Hand-Painted** | RPGs, fantasy | Rich, detailed, artistic |
155| **Vector/Flat** | Mobile, casual | Clean, scalable, modern |
156| **Low Poly 3D** | Stylized 3D games | Geometric, distinctive |
157| **Anime/Manga** | Visual novels, JRPGs | Expressive, stylized |
158| **Realistic** | AAA-style | Detailed, immersive |
159| **3D Models (GLB)** | Game engines, AR/VR | Textured, customizable topology and poly count |
160
161---
162
163## Chat Mode for Game Dev
164
165| Scenario | Recommended Mode |
166|----------|------------------|
167| Individual assets, sprites, character designs, UI elements | `"agent"` |
168| Full game concepts, complex world building, narrative design | `"agent team"` |
169
170**Use `"agent"` for most game assets.** Characters, tilesets, UI elements execute well in agent mode.
171
172**Use `"agent team"` for game design depth** - full GDDs, complex narratives, or when you need multiple creative angles explored.
173
174---
175
176## Example Prompts
177
178**Full character design:**
179> "Design an enemy type for my metroidvania:
180>
181> Concept: Shadow creatures that emerge from walls
182> Behavior: Ambush predator, retreats when hit
183>
184> Need:
185> - Concept art showing the creature emerging from shadow
186> - Idle animation frames (lurking)
187> - Attack animation frames
188> - Death/dissolve animation
189>
190> Style: Dark, fluid, unsettling but not gory (Teen rating)"
191
192**Complete tileset:**
193> "Create a complete tileset for a beach/tropical level:
194>
195> Style: Bright, colorful, 32x32 pixel tiles
196>
197> Include:
198> - Sand (multiple variations)
199> - Water (shallow, deep, animated waves)
200> - Palm trees and tropical plants
201> - Rocks and cliffs
202> - Beach items (shells, starfish, umbrellas)
203> - Wooden platforms/bridges
204>
205> Should work for a platformer game."
206
207**Game concept:**
208> "Design a game concept: 'Wizard's Delivery Service'
209>
210> Pitch: You're a wizard who delivers magical packages across a fantasy kingdom
211> Genre: Cozy adventure / time management
212> Platform: PC and Switch
213>
214> I need:
215> - Core gameplay loop
216> - Progression systems
217> - Character concepts for the wizard and NPCs
218> - 3 sample delivery missions
219> - Art style moodboard
220>
221> Vibe: Studio Ghibli meets Overcooked"
222
223---
224
225## Tips for Better Game Assets
226
2271. **Specify dimensions**: "32x32 tiles" or "1920x1080 background" prevents mismatched assets.
228
2292. **Reference existing games**: "Style like Hollow Knight" or "Celeste-inspired" gives clear direction.
230
2313. **Think about implementation**: Request assets in formats your engine can use. Mention if you need transparency, layers, or specific file types.
232
2334. **Consistency matters**: When requesting multiple assets, describe your game's overall style guide so everything matches.
234
2355. **Animation frames**: Specify frame count and whether you need sprite sheets or individual frames.
236
2376. **Consider your scope**: Start with placeholder assets and iterate. Perfect is the enemy of shipped.