home / skills / pluginagentmarketplace / custom-plugin-game-developer / asset-optimization
This skill helps optimize game assets and memory usage by streamlining pipelines, compression, and streaming strategies.
npx playbooks add skill pluginagentmarketplace/custom-plugin-game-developer --skill asset-optimizationReview the files below or copy the command above to add this skill to your agents.
---
name: asset-optimization
version: "2.0.0"
description: |
Asset pipeline optimization, compression, streaming, and resource management
for efficient game development and delivery.
sasmp_version: "1.3.0"
bonded_agent: 06-tools-pipeline
bond_type: PRIMARY_BOND
parameters:
- name: asset_type
type: string
required: false
validation:
enum: [textures, meshes, audio, animations, all]
- name: platform
type: string
required: false
validation:
enum: [pc, console, mobile, web]
retry_policy:
enabled: true
max_attempts: 3
backoff: exponential
observability:
log_events: [start, complete, error, import]
metrics: [asset_size_mb, compression_ratio, import_time]
---
# Asset Optimization
## Asset Pipeline Overview
```
┌─────────────────────────────────────────────────────────────┐
│ ASSET PIPELINE FLOW │
├─────────────────────────────────────────────────────────────┤
│ SOURCE ASSETS (Large, Editable): │
│ .psd, .fbx, .blend, .wav, .tga │
│ ↓ │
│ IMPORT SETTINGS: │
│ Compression, Format, Quality, Platform overrides │
│ ↓ │
│ PROCESSING: │
│ Compression, Mipmaps, LOD generation, Format conversion │
│ ↓ │
│ RUNTIME ASSETS (Optimized): │
│ .dds, .ktx, .ogg, engine-specific formats │
│ ↓ │
│ PACKAGING: │
│ Asset bundles, streaming chunks, platform builds │
└─────────────────────────────────────────────────────────────┘
```
## Texture Optimization
```
TEXTURE COMPRESSION FORMATS:
┌─────────────────────────────────────────────────────────────┐
│ PLATFORM │ FORMAT │ QUALITY │ SIZE/PIXEL │
├─────────────┼─────────────┼──────────┼────────────────────┤
│ PC/Console │ BC7 │ Best │ 1 byte │
│ PC/Console │ BC1 (DXT1) │ Good │ 0.5 byte │
│ iOS │ ASTC 6x6 │ Great │ 0.89 byte │
│ Android │ ETC2 │ Good │ 0.5-1 byte │
│ Mobile │ ASTC 8x8 │ Good │ 0.5 byte │
│ Uncompressed│ RGBA32 │ Perfect │ 4 bytes │
└─────────────┴─────────────┴──────────┴────────────────────┘
TEXTURE SIZE GUIDELINES:
┌─────────────────────────────────────────────────────────────┐
│ Character (main): 2048x2048 │
│ Character (NPC): 1024x1024 │
│ Props (large): 1024x1024 │
│ Props (small): 512x512 or 256x256 │
│ UI elements: Power of 2, vary by size │
│ Environment: 2048x2048 (tiling) │
│ Mobile maximum: 1024x1024 (prefer 512) │
└─────────────────────────────────────────────────────────────┘
```
## Mesh Optimization
```
POLYGON BUDGET GUIDELINES:
┌─────────────────────────────────────────────────────────────┐
│ PLATFORM │ HERO CHAR │ NPC │ PROP │ SCENE │
├─────────────┼───────────┼──────────┼──────────┼───────────┤
│ PC High │ 100K │ 30K │ 10K │ 10M │
│ PC Med │ 50K │ 15K │ 5K │ 5M │
│ Console │ 80K │ 25K │ 8K │ 8M │
│ Mobile │ 10K │ 3K │ 500 │ 500K │
│ VR │ 30K │ 10K │ 2K │ 2M │
└─────────────┴───────────┴──────────┴──────────┴───────────┘
LOD CONFIGURATION:
┌─────────────────────────────────────────────────────────────┐
│ LOD0: 100% triangles │ 0-10m │ Full detail │
│ LOD1: 50% triangles │ 10-30m │ Reduced │
│ LOD2: 25% triangles │ 30-60m │ Low detail │
│ LOD3: 10% triangles │ 60m+ │ Billboard/Impostor │
└─────────────────────────────────────────────────────────────┘
```
## Audio Optimization
```
AUDIO COMPRESSION:
┌─────────────────────────────────────────────────────────────┐
│ TYPE │ FORMAT │ QUALITY │ STREAMING │
├─────────────┼─────────┼───────────┼──────────────────────┤
│ Music │ Vorbis │ 128-192 │ Always stream │
│ SFX (short) │ ADPCM │ High │ Decompress on load │
│ SFX (long) │ Vorbis │ 128 │ Stream if > 1MB │
│ Voice │ Vorbis │ 96-128 │ Stream │
│ Ambient │ Vorbis │ 96 │ Stream │
└─────────────┴─────────┴───────────┴──────────────────────┘
AUDIO MEMORY BUDGET:
• Mobile: 20-50 MB
• Console: 100-200 MB
• PC: 200-500 MB
```
## Batch Processing Script
```python
# ✅ Production-Ready: Asset Batch Processor
import subprocess
from pathlib import Path
from concurrent.futures import ThreadPoolExecutor
def process_textures(input_dir: Path, output_dir: Path, platform: str):
"""Batch process textures for target platform."""
settings = {
'pc': {'format': 'bc7', 'max_size': 4096},
'mobile': {'format': 'astc', 'max_size': 1024},
'console': {'format': 'bc7', 'max_size': 2048},
}
config = settings.get(platform, settings['pc'])
textures = list(input_dir.glob('**/*.png')) + list(input_dir.glob('**/*.tga'))
def process_single(texture: Path):
output_path = output_dir / texture.relative_to(input_dir)
output_path = output_path.with_suffix('.dds')
output_path.parent.mkdir(parents=True, exist_ok=True)
subprocess.run([
'texconv',
'-f', config['format'],
'-w', str(config['max_size']),
'-h', str(config['max_size']),
'-m', '0', # Generate all mipmaps
'-o', str(output_path.parent),
str(texture)
])
with ThreadPoolExecutor(max_workers=8) as executor:
executor.map(process_single, textures)
```
## 🔧 Troubleshooting
```
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Build size too large │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Audit unused assets │
│ → Increase texture compression │
│ → Enable mesh compression │
│ → Split into downloadable content │
│ → Use texture atlases │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Long import times │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Use asset database caching │
│ → Import in batches │
│ → Use faster SSD storage │
│ → Pre-process assets in CI/CD │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Assets look blurry │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Reduce compression for important assets │
│ → Increase texture resolution │
│ → Check mipmap settings │
│ → Use appropriate filtering mode │
└─────────────────────────────────────────────────────────────┘
```
## Memory Budgets
| Platform | Textures | Meshes | Audio | Total |
|----------|----------|--------|-------|-------|
| Mobile Low | 100 MB | 50 MB | 30 MB | 200 MB |
| Mobile High | 500 MB | 200 MB | 100 MB | 1 GB |
| Console | 2 GB | 1 GB | 200 MB | 4 GB |
| PC | 4 GB | 2 GB | 500 MB | 8 GB |
---
**Use this skill**: When optimizing assets, managing memory, or streamlining pipelines.
This skill helps game teams optimize asset pipelines for compression, streaming, and runtime resource management to reduce build size and improve performance. It codifies platform-specific formats, texture and mesh budgets, audio strategies, and automated batch processing patterns. Use it to standardize imports, generate LODs and mipmaps, and prepare optimized runtime packages for multiple platforms.
The skill inspects source asset workflows and recommends import and processing settings per platform (PC, console, mobile, VR). It outlines texture compression formats, size guidelines, mesh polygon budgets and LOD rules, audio codecs and streaming rules, and memory budgets. It also includes an example batch processor pattern to run texture conversion in parallel and guidance for packaging assets into bundles or streaming chunks.
Which texture formats should I pick per platform?
Use BC7 for high-quality PC/console; ETC2 or ASTC for Android/iOS depending on device support; prefer ASTC for modern mobile for best quality/size tradeoff.
When should I stream audio instead of loading it fully?
Stream music, long ambients, and long voice tracks. Keep short SFX in memory or decompressed for low-latency playback; stream if file size exceeds ~1 MB.