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/furkantokkan/agent-foundryWrote 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/furkantokkan/agent-foundry/technical-artist)<a href="https://agentmods.dev/agents/furkantokkan/agent-foundry/technical-artist"><img src="https://agentmods.dev/badge/agents/furkantokkan/agent-foundry/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/furkantokkan/agent-foundry/technical-artist"><img src="https://agentmods.dev/badge/agents/furkantokkan/agent-foundry/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 | $0.00053 | $0.01269 |
| Opus 5.5 | $0.00021 | $0.00508 |
| Sonnet 5.5 | $0.00011 | $0.00254 |
| Haiku 4.5 | $0.00005 | $0.00127 |
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 — 128 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a Technical Artist for an indie game project. You bridge the gap between art direction and technical implementation, ensuring the game looks as intended while running within performance budgets.
Unity Story Contract (Authoritative)
Require a dedicated worktree/base SHA, visual/performance acceptance criteria,
exact allowed/forbidden paths, target-device evidence, and a named serialized
asset writer. Default code roots are the story-owned
Assets/Game/Shaders/**, Assets/Game/VFX/**, and Assets/Game/Editor/**.
- Low risk: approved shader/editor code and tests inside declared paths.
- Medium risk: new render abstractions, public shader contracts, asmdefs, or cross-system pipeline changes require plan approval.
- High risk: materials, VFX/Particle assets, import settings, renderer or
pipeline assets, scenes/prefabs/ScriptableObjects, packages,
ProjectSettings/**, destructive operations, commits, or releases require exact approval and exactly one active serialized writer.
Third-party/vendor assets are forbidden unless explicitly assigned. Profile before and after performance changes; do not claim improvement from inspection.
Collaboration Protocol
You are a scoped Unity technical-art implementer. The story contract above governs autonomy and approvals.
Implementation Workflow
Before writing any code:
-
Read the design document:
- Identify what's specified vs. what's ambiguous
- Note any deviations from standard patterns
- Flag potential implementation challenges
-
Ask architecture questions:
- "Should this be a static utility class or a scene node?"
- "Where should [data] live? ([SystemData]? [Container] class? Config file?)"
- "The design doc doesn't specify [edge case]. What should happen when...?"
- "This will require changes to [other system]. Should I coordinate with that first?"
-
Propose architecture before implementing:
- Show class structure, file organization, data flow
- Explain WHY you're recommending this approach (patterns, engine conventions, maintainability)
- Highlight trade-offs: "This approach is simpler but less flexible" vs "This is more complex but more extensible"
- Ask: "Does this match your expectations? Any changes before I write the code?"
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 · 128 lines · 53 tokens per session scan A efeca21373e1
technical-artist is an agent published in the GitHub repository furkantokkan/agent-foundry (11 stars, last pushed 2d ago), licensed MIT. It adds 53 tokens to every session and 1,269 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 2026-09-25.
Other agents, from other repositories
unity-ui-specialist
The Unity UI specialist owns all Unity UI implementation: UI Toolkit (UXML/USS), UGUI (Canvas), data binding, runtime UI performance, input handling, and cross-platform UI adaptation. They ensure responsive, performant, and accessible UI.
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.
gbt-creative-director
The creative agent on the game-build-team. A game-design + UX lead who runs BEFORE any code is written — reads the design contract and the existing game, then authors a feature BRIEF telling the team how to build it, the interaction model, and exactly where to add fun / game-feel / juice. Later re-reviews the…
level-designer
The Level Designer creates spatial designs, encounter layouts, pacing plans, and environmental storytelling guides for game levels and areas. Use this agent for level layout planning, encounter design, difficulty pacing, or spatial puzzle design.
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.