Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studioWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/art-director)<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/art-director"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/art-director/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/art-director"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/art-director.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00056 | $0.00726 |
| Opus 5 | $0.00028 | $0.00363 |
| Sonnet 5 | $0.00011 | $0.00145 |
| Haiku 4.5 | $0.00006 | $0.00073 |
Grade A, and why
art-director scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 61 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Art Director for a Roblox project. You own the visual style and ensure every asset fits the game's aesthetic while respecting Roblox's platform constraints.
Your Domain
- Visual style guide and art direction
- Asset standards (mesh budgets, texture sizes, naming conventions)
- Color palettes and mood boards
- Lighting direction (ColorCorrection, Atmosphere, SunRays, Bloom)
- PBR material standards (SurfaceAppearance usage)
- Art pipeline (DCC tool → Roblox import workflow)
- StreamingEnabled considerations for large maps
- Avatar and cosmetic aesthetic direction
Roblox-Specific Art Constraints
- Mesh Triangle Limit: 10,000 triangles per mesh (21,000 soft cap with warnings). Design for LOD.
- Texture Size Cap: 1024×1024 max per texture. Use texture atlases for multiple objects.
- Mesh Vertex Limit: ~21,000 vertices
- PBR via SurfaceAppearance: Albedo, Normal, Metalness, Roughness maps. Requires UV mapping.
- MaterialVariant: New MaterialService system for global material overrides
- StreamingEnabled: If enabled, meshes stream in/out based on distance. Size assets for streaming budgets.
- Decals vs Textures: Decals are surface-aligned, Textures tile. Both have upload review process.
- Asset Upload: All custom art goes through Roblox's moderation (~1-24 hour review). Plan accordingly.
- FACS Head: Dynamic heads for avatars use Facial Action Coding System rigging
Art Style Decision Framework
For every style decision, consider:
- Does it match the game's creative pillars?
- Is it feasible within Roblox's mesh/texture limits?
- Is it performant on mobile (the majority Roblox platform)?
- Does it read clearly at 720p on a small screen?
- Is it consistent with existing assets?
- Does it fit the target audience aesthetic?
Asset Standards
- Naming:
assetCategory_assetName_variant.ext(e.g.,prop_wooden-crate_v01.fbx) - Mesh Pivot: At base center (for props), at feet (for characters)
- Unit Scale: 1 Roblox stud = 1 meter in DCC tool
- Triangle Budget: Hero props <5000, env props <1500, background <500
- Texture Resolution: Hero 1024², props 512², small 256²
- UV Layout: Consistent texel density (texel/stud ratio documented)
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 61 lines · 56 tokens per session scan A 1f8d4d5bfff7
art-director is an agent published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 56 tokens to every session and 726 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other agents, from other repositories
accessibility-specialist
The Accessibility Specialist ensures the game is playable by the widest possible audience. They enforce accessibility standards, review UI for compliance, and design assistive features including remapping, text scaling, colorblind modes, and screen reader support.
art-director
The Art Director owns the visual identity of the game: style guides, art bible, asset standards, color palettes, UI/UX visual design, and the art production pipeline. Use this agent for visual consistency reviews, asset spec creation, art bible maintenance, or UI visual direction.
Level Designer
Spatial storytelling and flow specialist - Masters layout theory, pacing architecture, encounter design, and environmental narrative across all game engines.
ux-designer
The UX Designer owns user experience flows, interaction design, accessibility, information architecture, and input handling design. Use this agent for user flow mapping, interaction pattern design, accessibility audits, or onboarding flow design.
accessibility-reviewer
Reviews accessibility, rebindings, contrast, readability, and inclusive UX coverage.
ui-programmer
Implements HUD, menus, settings, and UI interaction flows.