Claude-skill-registry godot-organize-assets
git clone https://github.com/majiayu000/claude-skill-registry
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/godot-organize-assets" ~/.claude/skills/majiayu000-claude-skill-registry-godot-organize-assets && rm -rf "$T"
skills/data/godot-organize-assets/SKILL.mdOrganize Asset Files
Core Principle
Assets organized by type and purpose. Easy to find, easy to maintain, easy to optimize.
What This Skill Does
Finds asset directories like:
assets/ ├── player_sprite.png ├── enemy1.png ├── enemy2.png ├── jump.wav ├── background_music.ogg ├── font.ttf ├── tile1.png ├── tile2.png └── ... (100 more mixed assets)
Transforms to:
assets/ ├── sprites/ │ ├── characters/ │ │ └── player_sprite.png │ ├── enemies/ │ │ ├── enemy1.png │ │ └── enemy2.png │ └── environment/ │ ├── tiles/ │ │ ├── tile1.png │ │ └── tile2.png │ └── atlases/ │ └── environment_atlas.png # Combined tiles ├── audio/ │ ├── music/ │ │ └── background_music.ogg │ └── sfx/ │ └── jump.wav └── fonts/ └── font.ttf
Detection Patterns
Identifies:
- Assets in wrong categories
- No subdirectory organization
- Inconsistent naming conventions
- Potential sprite atlas opportunities
- Unused/duplicate assets
When to Use
Building Asset-Heavy Game
Games with many sprites, sounds, or visual assets.
Optimizing Performance
Creating sprite atlases reduces draw calls.
Managing Large Asset Library
Finding specific asset becomes difficult.
Preparing for Asset Pipeline
Clean structure enables automated processing.
Process
- Scan - Inventory all asset files by type
- Analyze - Determine logical groupings
- Group - Identify related assets (animation frames, tile sets)
- Optimize - Create sprite atlases where beneficial
- Move - Relocate assets to organized structure
- Update - Fix all references in scenes and scripts
- Validate - Ensure assets load correctly
- Commit - Git commit per asset category
Organization Strategies
By Asset Type
Primary organization: sprites, audio, fonts, materials.
By Domain
Secondary organization: characters, enemies, environment, ui.
By Purpose
Tertiary organization: animations, icons, backgrounds, effects.
Sprite Organization
sprites/ ├── characters/ │ ├── player/ │ │ ├── idle/ │ │ │ ├── idle_01.png │ │ │ ├── idle_02.png │ │ │ └── idle_03.png │ │ ├── run/ │ │ └── jump/ │ └── npc/ ├── enemies/ │ ├── goblin/ │ ├── orc/ │ └── dragon/ ├── items/ │ ├── weapons/ │ ├── consumables/ │ └── collectibles/ ├── environment/ │ ├── tiles/ │ ├── props/ │ └── backgrounds/ └── ui/ ├── icons/ ├── buttons/ └── panels/
Audio Organization
audio/ ├── music/ │ ├── main_theme.ogg │ ├── battle_music.ogg │ └── ambient/ │ ├── forest.ogg │ └── cave.ogg ├── sfx/ │ ├── player/ │ │ ├── jump.wav │ │ ├── land.wav │ │ └── attack.wav │ ├── enemies/ │ │ ├── hit.wav │ │ └── death.wav │ ├── ui/ │ │ ├── click.wav │ │ └── hover.wav │ └── environment/ │ ├── door_open.wav │ └── chest_open.wav └── voice/ # For games with voice acting
Sprite Atlas Creation
Detects atlas opportunities:
- Multiple small sprites used together (UI icons)
- Animation frames (8+ frames in sequence)
- Tileset pieces (can be combined)
- Related sprites loaded simultaneously
Creates atlases when:
- 4+ sprites under 128x128 pixels
- Related sprites (same domain)
- Performance benefit (reduce draw calls)
Example:
# Before: 20 separate UI icon files (20 draw calls) ui/icons/health_icon.png ui/icons/mana_icon.png ... (18 more) # After: 1 atlas texture (1 draw call) ui/atlases/ui_icons_atlas.png ui/atlases/ui_icons_atlas.png.import # Atlas regions defined
Naming Conventions
Sprites
character_player_idle_01.pngenemy_goblin_attack_03.pngitem_sword_iron.png
Audio
music_main_theme.oggsfx_player_jump.wavambient_forest_birds.ogg
Materials
mat_character_player.tresmat_environment_grass.tres
Consistent naming enables:
- Alphabetical sorting groups related assets
- Easy searching and filtering
- Automated processing scripts
What Gets Created
- Organized asset directories by type
- Subdirectories by domain/purpose
- Sprite atlases where beneficial
- Renamed files for consistency (optional)
- Updated references in all scenes/scripts
- Git commits per asset category
Smart Analysis
Detects usage patterns:
- Frequently used together → group together
- Animation sequences → organize in frames
- UI elements → candidate for atlas
- Unused assets → flag for review
Optimizes based on:
- File size (small sprites → atlas)
- Load frequency (often used → optimize)
- Relationships (animation frames → folder)
Integration
Works with:
- godot-organize-files - Base organization first
- godot-organize-scripts - Parallel script organization
- godot-organize-project (orchestrator) - Full project organization
Safety
- All asset references preserved during moves
- Godot .import files regenerated correctly
- Sprite atlas creation validates regions
- Rollback on validation failure
- Original structure in git history
When NOT to Use
Don't reorganize if:
- Assets already well organized
- External asset management tool in use
- Mid-production (bad timing for large changes)
- Custom organization required by pipeline
Benefits
- Performance - Sprite atlases reduce draw calls
- Organization - Find assets quickly
- Workflow - Import new assets to correct location
- Scalability - Structure supports more assets
- Collaboration - Team knows where assets belong
Atlas Performance
Without atlases:
- 20 UI icons = 20 separate textures = 20 draw calls
- 30 enemy sprites = 30 textures = 30 draw calls
With atlases:
- 20 UI icons = 1 atlas texture = 1 draw call
- 30 enemy sprites = 2-3 atlases = 2-3 draw calls
Significant performance improvement, especially for mobile.
Common Transformations
| Before | After |
|---|---|
in root | |
mixed | |
| 20 icons scattered | |
in assets | |
Configuration Options
- Enable/disable sprite atlas creation
- Minimum atlas sprite count (default: 4)
- Maximum atlas size (default: 4096x4096)
- Naming convention style
- Organization depth (flat vs deep hierarchy)
Defaults follow Godot best practices and performance guidelines.