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.
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"])
Bring your game characters to life:
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:
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:
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:
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:
Make your game feel polished:
| 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 |
| 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.
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"
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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