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@kpanks/game-assets
Advanced tools
Praetor game-asset pipeline — one spec → runnable Godot 4.4 project. Sprites, textures, music, SFX, scene tree, controller stub. Same adapter contract as @kpanks/ugc; reuses image, audio, and music backends.
One spec → runnable Godot 4.4 project. Sprites, textures, music, SFX, scene tree, controller stub.
Charter-driven game-asset pipeline for Praetor. Same adapter contract as @kpanks/ugc — every stage has a paid backend (best quality) and a zero-cost fallback so a charter can keep running when API credits are exhausted.
npm i @kpanks/game-assets
import { defaultRenderer, specFromGoal } from "@kpanks/game-assets";
const r = defaultRenderer({ outDir: "out" });
const result = await r.render(
specFromGoal({ id: "fox-run", goal: "A 2D platformer about a fox who collects stars" })
);
// result.outputDir is a folder Godot 4.4 can open directly
console.log(result.outputDir);
console.log(result.costUsd); // 0 on the default zero-cost path
| Stage | Backend | Per-clip cost (default counts) | Env key |
|---|---|---|---|
| Concept | openai-image | $0.04 | OPENAI_API_KEY |
| Concept | fal-flux | $0.025 | FAL_KEY |
| Concept | reuse (default) | $0 | — |
| Sprite | nano-banana-bg-removed | $0.04 × frames (default 4) | FAL_KEY |
| Sprite | openai-image | $0.04 × frames | OPENAI_API_KEY |
| Sprite | aseprite-template (default) | $0 | — |
| Texture | fal-flux-tileable | $0.025 × tiles (default 6) | FAL_KEY |
| Texture | noise-procedural (default) | $0 | — |
| Music | suno-api | $0.30 / 60s loop | SUNO_API_KEY |
| Music | elevenlabs-music | $0.25 / 60s loop | ELEVENLABS_API_KEY |
| Music | silent (default) | $0 | — |
| SFX | elevenlabs-sfx | $0.018 × cues (default 6) | ELEVENLABS_API_KEY |
| SFX | sfxr-presets | $0 | — |
| SFX | silent (default) | $0 | — |
| Code | anthropic-claude | ~$0.45 / controller | ANTHROPIC_API_KEY |
| Code | static-template (default) | $0 | — |
Default total: $0. Maxed-out paid path with 4 sprite frames + 6 tiles + 6 SFX cues: ~$1.21.
The renderer writes a folder Godot 4.4 can open directly:
out/games/<spec.id>/
├── project.godot # Godot project manifest
├── Main.tscn # Root scene
├── controller.gd # 4-direction Sprite2D controller
├── concept.png # Concept art
├── sprites/
│ └── sheet_4f.png # 4-direction character sheet
├── textures/
│ ├── tile_0.png # Seamless environment tiles
│ └── …
├── music.mp3 # (optional) loop
└── sfx/
├── jump.wav
├── hit.wav
└── …
Open the folder in Godot 4.4 → press F5 → playable.
import { GameAssetsRendererImpl } from "@kpanks/game-assets";
const r = new GameAssetsRendererImpl({
concept: { "openai-image": myOpenAIAdapter },
sprite: { "nano-banana-bg-removed": myFalAdapter },
texture: {},
music: { "suno-api": mySunoAdapter },
sfx: { "elevenlabs-sfx": myElevenLabsSfxAdapter },
code: { "anthropic-claude": myClaudeAdapter },
outDir: "out",
});
const result = await r.render(spec, {
concept: "openai-image",
sprite: "nano-banana-bg-removed",
music: "suno-api",
sfx: "elevenlabs-sfx",
code: "anthropic-claude",
});
Any stage without a wired backend falls back to its free-tier built-in (transparent PNG + silent audio + static template controller).
Six cues are defined by default — jump, hit, pickup, ui_confirm, ui_cancel, music_sting. Override with spec.sfxNames for genre-specific cues.
MIT
FAQs
Praetor game-asset pipeline — one spec → runnable Godot 4.4 project. Sprites, textures, music, SFX, scene tree, controller stub. Same adapter contract as @kpanks/ugc; reuses image, audio, and music backends.
The npm package @kpanks/game-assets receives a total of 5 weekly downloads. As such, @kpanks/game-assets popularity was classified as not popular.
We found that @kpanks/game-assets demonstrated a healthy version release cadence and project activity because the last version was released less than a year ago. It has 1 open source maintainer collaborating on the project.

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