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This skill should be used when the user asks about "asset quality tiers", "upgrade asset quality", "placeholder vs final", "hero quality", "quality improvement", "make assets better", "quality levels", "upgrade to final", "asset polish", or discusses improving existing procedural assets to higher quality levels. Provides the tier system (Placeholder → Temp → Final → Hero) and enhancement strategies for upgrading assets.

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SKILL.md

name asset-quality-tiers
description This skill should be used when the user asks about "asset quality tiers", "upgrade asset quality", "placeholder vs final", "hero quality", "quality improvement", "make assets better", "quality levels", "upgrade to final", "asset polish", or discusses improving existing procedural assets to higher quality levels. Provides the tier system (Placeholder → Temp → Final → Hero) and enhancement strategies for upgrading assets.

Asset Quality Tiers

A four-tier quality system for procedural asset generation that enables incremental quality improvement from rapid prototyping to hero-quality assets.

The Tier System

Assets progress through quality tiers, each appropriate for different development phases:

PLACEHOLDER (Tier 1) ──► TEMP (Tier 2) ──► FINAL (Tier 3) ──► HERO (Tier 4)
      │                      │                 │                  │
  Blocking              Development        Ship-ready         Showcase
  Scale testing         Testing            Production         Marketing
  Rapid iteration       Internal builds    Standard           Closeups

Tier Definitions

Tier Name Quality Score Purpose Typical Usage
1 Placeholder 30-50% Blocking, scale testing Level layout, gameplay testing
2 Temp 50-70% Development testing Internal builds, playtesting
3 Final 70-90% Production quality Shipping game assets
4 Hero 90-100% Maximum quality Marketing, cutscenes, closeups

Tier Assessment Criteria

Determine asset tier by evaluating against these criteria:

Placeholder indicators:

  • Basic primitives or box modeling
  • Solid colors or single noise layer
  • Missing UVs or normals
  • Simple shapes without detail

Temp indicators:

  • Basic shapes with proper UVs
  • 1-2 noise layers on textures
  • Meets minimum technical requirements
  • Functional but lacks polish

Final indicators:

  • Proper topology with bevels
  • Multi-layer textures with detail
  • Full material maps (albedo, MRE)
  • Polished silhouettes

Hero indicators:

  • Maximum detail within budget
  • All material channels utilized
  • Subtle variations and imperfections
  • Perfect for close inspection

Enhancement Strategies

Mesh Enhancement by Tier

Upgrade Key Techniques
Placeholder → Temp Add proper UVs, calculate normals, triangulate
Temp → Final Add bevels, improve silhouette, optimize topology
Final → Hero Add secondary shapes, edge loops, micro-detail

Texture Enhancement by Tier

Upgrade Key Techniques
Placeholder → Temp Add noise variation, basic color palette
Temp → Final Add contrast, detail layers, color richness
Final → Hero Add wear maps, subtle variations, all channels

Audio Enhancement by Tier

Upgrade Key Techniques
Placeholder → Temp Add envelope shaping, basic layering
Temp → Final Add multiple layers, filtering, variation
Final → Hero Add subtle harmonics, pitch variations, spatial cues

Animation Enhancement by Tier

Upgrade Key Techniques
Placeholder → Temp Add proper timing, basic keyframes
Temp → Final Add easing, secondary motion, proper arcs
Final → Hero Add anticipation, follow-through, subtle overlap

Quality Score Calculation

Each asset type has weighted quality dimensions:

Mesh Quality Score

Score = (UV_Coverage × 0.25) + (Silhouette_Clarity × 0.20) +
        (Topology_Quality × 0.20) + (Detail_Level × 0.20) +
        (Budget_Compliance × 0.15)

Texture Quality Score

Score = (Contrast × 0.20) + (Color_Richness × 0.20) +
        (Detail_Layers × 0.25) + (Coherence × 0.20) +
        (Format_Compliance × 0.15)

Audio Quality Score

Score = (Layer_Richness × 0.25) + (Envelope_Quality × 0.20) +
        (Clarity × 0.20) + (Variation × 0.20) +
        (Format_Compliance × 0.15)

Tier Budget Guidelines

Each tier has different resource budgets:

Mesh Poly Budgets

Asset Class Placeholder Temp Final Hero
Small prop 20-50 50-150 150-300 300-500
Medium prop 50-100 100-300 300-500 500-800
Character 100-200 200-400 400-800 800-2000
Vehicle 100-300 300-600 600-1000 1000-2000
Environment 50-200 200-500 500-1500 1500-3000

Texture Resolution Guidelines

Tier Typical Resolution Channel Usage
Placeholder 32x32 - 64x64 Albedo only
Temp 64x64 - 128x128 Albedo + basic normal
Final 128x128 - 256x256 Albedo + MRE
Hero 256x256 - 512x512 Albedo + MRE + SSE + detail

Using Tiers in Generation

Specifying Target Tier

When generating assets, specify the target tier:

"Generate a wooden barrel at Final tier"
"Create placeholder props for layout testing"
"Upgrade these meshes to Hero quality"

Style Tier Integration

Include tier specification in style recipes:

{
    "asset": {
        "name": "barrel",
        "type": "prop",
        "tier": "final",  # placeholder | temp | final | hero
    },

    "generation": {
        "mesh": {
            "detail_level": 3,  # 1-4 matching tier
            "subdivision": 2,
            "bevels": True,
        },
        "texture": {
            "resolution": 256,
            "layers": 3,
            "detail_maps": True,
        },
    },
}

Enhancement Workflow

Identifying Upgrade Candidates

  1. Scan project assets
  2. Assess current tier of each
  3. Compare to target tier
  4. Prioritize by visibility/importance

Executing Upgrades

  1. Read current generation code/style spec
  2. Identify specific enhancement parameters
  3. Apply tier-appropriate techniques
  4. Regenerate asset
  5. Validate quality improvement

Bulk Upgrades

When upgrading multiple assets:

  • Process in batches by asset type
  • Maintain style consistency across batch
  • Verify cohesion after upgrades

Additional Resources

Reference Files

For enhancement techniques, use the index files first (lean routing), then load full references as needed:

Asset Type Index (load first) Full Reference (load for code)
Textures texture-enhancement-index.md texture-enhancements.md (1290 lines)
Meshes mesh-enhancement-index.md mesh-enhancements.md (1142 lines)
Audio - audio-enhancements.md
Animation - animation-enhancements.md

Related Agents

  • quality-enhancer - Autonomous asset improvement
  • quality-analyzer - Quality assessment and scoring
  • asset-critic - style spec compliance checking

Related Commands

  • /improve-assets - Guided quality improvement workflow