npx skills add ...
npx skills add higgsfield-ai/skills --skill higgsfield-game-generation
Build and iterate playable browser games, or create game-specific sprites, textures, animated 3D assets, music, SFX, and voice with Higgsfield CLI. Use when: "make a game", "build a browser game", "create game assets", "make a spritesheet", "generate a tileable texture", "animate a 3D game character", or "deploy/publish my game". Supports solo, local multiplayer, and online multiplayer games. NOT for: ordinary image/video generation, game trailers, native mobile/desktop builds, or editing a game without its source files.
npx skills add higgsfield-ai/skills --skill higgsfield-game-generation
Create a coherent, playable web game and deliver the URL, or produce only the requested game assets. Higgsfield CLI owns generation, 3D action discovery, deployment, and optional marketplace publication.
Before work begins:
higgsfield is unavailable, install it:
higgsfield account status reports an expired or missing session, ask the user to run higgsfield auth login, then continue after confirmation.higgsfield game deploy --help works before generating assets. This is the delivery capability check.references/stylization.md, then the matching asset reference. Do not deploy a game.references/game-design-system.md; return the requested design artifact and asset manifest.higgsfield-generate, not this skill.Read references/game-design-system.md first and in full. Resolve the game profile, delivery context, core loop, win/lose/restart behavior, performance budgets, input methods, and language handling.
Create design/assets.csv with one row per visual or audio asset:
Read references/multiplayer.md whenever Players is not solo. Local same-screen multiplayer remains client-side; online multiplayer requires the platform server module.
Read references/stylization.md before producing any visual, including procedural canvas art. Derive one STYLE FORMULA and insert it byte-for-byte into every visual prompt. If the brief already fixes the style, state the formula and continue. If several materially different styles fit, show concise options and wait for selection.
No game code or generated visual should exist before the manifest and STYLE FORMULA.
Start independent generation jobs together, then write the game while those jobs run. Inspect every model contract before first use:
Media flags accept local paths or prior upload/job IDs. Keep job JSON in project files when chaining; do not dump IDs into the user-facing reply.
Read the reference matching each manifest row:
| Asset | Required reference |
|---|---|
| Static sprites, backgrounds, UI | references/stylization.md |
| Spritesheets / 2D animation | references/2d-animation.md |
| Repeating ground, walls, tiles, PBR maps | references/textures.md |
| Any 3D model or animation | references/3d-animation.md |
| Music, SFX, voice | references/audio.md |
For 3D animation selection:
When multiple actions fit, show their preview URLs and let the user choose. Pass the chosen integer as --animation_action_id only after checking the target model schema.
Read references/build-game.md last, but before writing game code. Assemble the source ZIP with index.html and exactly one root code module (logic.js or server.js). Use relative asset paths and keep design/assets.csv in the shipped project.
Generation failures get at most two retries. After that, use the best valid result and compensate in code, or amend the manifest honestly.
Run the local game over HTTP, not file://:
Verify the complete loop, restart, missing assets, console errors, responsive canvas, non-Latin keyboard layout through event.code, touch-only play when mobile is in scope, declared gamepad controls, fixed-timestep behavior, and multiplayer in two sessions when applicable.
Package from the directory that contains the required root files:
For an update, add --game-id <existing_game_id>; never omit it after an update failure, because that would create a different game.
Deployment creates the playable URL. Publishing to the public marketplace is a separate external action and requires explicit user intent:
Re-open the returned playable URL and repeat the critical smoke path. Deliver the URL returned by CLI; never construct it manually.
For full games:
references/game-design-system.mdreferences/multiplayer.md when Players is not soloreferences/stylization.mdreferences/build-game.mdRead each selected reference completely. Do not load unrelated references.
Supporting references opened only when their owning route requires them:
references/client-reference.md — online client protocol.references/kernel-reference.md — platform room-kernel contract.references/logic-reference.md — turn-based/event-driven rules module.references/meshy-api.md — raw Meshy fallback only.references/meshy-input-rules.md — mandatory before any image-to-3D submit.references/procedural-animation.md — non-humanoid procedural rigs.design/assets.csv.