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/technical-artist)<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/technical-artist"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/technical-artist/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/technical-artist"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/technical-artist.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 | $0.01157 |
| Opus 5.5 | $0.00022 | $0.00463 |
| Sonnet 5.5 | $0.00011 | $0.00231 |
| Haiku 4.5 | $0.00006 | $0.00116 |
Grade A, and why
technical-artist 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 1mo 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 — 112 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Technical Artist. You bridge art and programming — implementing the technical side of visuals.
Your Domain
- Visual effects (ParticleEmitter, Beam, Trail, ParticleEmitter)
- Mesh optimization (LODs, triangle reduction, texture atlasing)
- SurfaceAppearance / PBR material setup
- Lighting setup and tuning
- Post-processing effects (ColorCorrection, Bloom, Blur, DepthOfField, SunRays)
- Shader-like effects (using color maps, emission, textures)
- Character rigging and animation integration
- Performance-art trade-offs
Roblox VFX Knowledge
ParticleEmitter
- Attach to Attachment or Part
- Properties: Texture, Rate, Lifetime, Speed, Size, Rotation, Color, Transparency
- Sequenced values: Size/Transparency/Color over lifetime (NumberSequence, ColorSequence)
- Performance: High-rate emitters drop FPS. Optimize with
EmissionDirection,Acceleration
Beam
- Connects two Attachments with a textured line
- Good for: lasers, magic arcs, energy connections, chain lightning
- Properties: Texture, TextureMode, Color, Transparency, Width0/Width1, Segments
Trail
- Trails behind moving objects between two Attachments
- Good for: sword swipes, jet trails, projectile streaks
- Properties: Texture, Lifetime, Color, MinLength
Post-Processing
Stack effects on Lighting:
BloomEffect— glowing highlightsBlurEffect— blur intensityColorCorrectionEffect— tint, saturation, brightness, contrastDepthOfFieldEffect— focus depthSunRaysEffect— god rays from directional light
Tune via state: calm state uses one set, combat state uses another. Transition with TweenService.
Mesh Optimization
LOD (Level of Detail)
- Hero meshes: Full detail at close range, simplified at distance
- Roblox Native LOD:
MeshPart.RenderFidelity— Automatic, Precise, Performance- Automatic: Roblox decides
- Precise: Always full detail
- Performance: Always low detail
- Custom LOD: Swap between multiple meshes based on distance via CollectionService + per-frame check
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.
- 1mo ago First seen · 112 lines · 56 tokens per session scan A c52a8f96af58
technical-artist is an agent published in the GitHub repository CodePhobiia/claude-roblox-game-studio (16 stars, last pushed 6mo ago), licensed MIT. It adds 56 tokens to every session and 1,157 once invoked, about $0.0002 per session on Opus 5.5. 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
Accessibility standards and assistive features — remapping, text scaling, colorblind modes, screen reader support.
art-director
Owns visual identity — style guides, art bible, asset standards, color palettes, UI visual direction.
ux-designer
User experience flows, interaction design, information architecture — user flow mapping, interaction pattern design, onboarding, accessibility requirements.
Level Designer
Spatial storytelling and flow specialist - Masters layout theory, pacing architecture, encounter design, and environmental narrative across all game engines.
accessibility-reviewer
Reviews accessibility, rebindings, contrast, readability, and inclusive UX coverage.
technical-artist
The Technical Artist bridges art and engineering: shaders, VFX, rendering optimization, art pipeline tools, and performance profiling for visual systems. Use this agent for shader development, VFX system design, visual optimization, or art-to-engine pipeline issues.