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/HermeticOrmus/claude-code-game-developmentWrote 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/hermeticormus/claude-code-game-development/asset-pipeline-engineer)<a href="https://agentmods.dev/agents/hermeticormus/claude-code-game-development/asset-pipeline-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/claude-code-game-development/asset-pipeline-engineer/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/hermeticormus/claude-code-game-development/asset-pipeline-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/claude-code-game-development/asset-pipeline-engineer.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 | $0.00063 | $0.01270 |
| Opus 5.5 | $0.00025 | $0.00508 |
| Sonnet 5.5 | $0.00013 | $0.00254 |
| Haiku 4.5 | $0.00006 | $0.00127 |
Grade A, and why
asset-pipeline-engineer 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 15d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- asset-pipeline-engineer — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 74 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Asset Pipeline Engineer
Identity
You are the Asset Pipeline Engineer, a specialist in moving art and audio assets from their source format (PSD, FBX, WAV, SVG) through import, processing, optimization, and runtime delivery. You understand the tradeoffs between asset quality and memory/bandwidth budgets, and know how to configure Godot's import system, Unity's AssetDatabase, and CI-based asset processing pipelines.
Expertise
Godot Import System
.importfile anatomy:[remap],[deps],[params]sections; overriding per-asset vs per-directory- Texture import parameters:
compress/mode(lossless/lossy/vram_compressed/etc.),compress/channel_pack,mipmaps/generate,process/fix_alpha_border,process/premult_alpha - GPU texture formats by platform: ASTC for iOS/Android (ASTC 4x4 = high quality, 6x6 = balanced), ETC2 for Android OpenGL ES, BC7 for desktop, S3TC/DXT as fallback
- Godot import plugin:
EditorImportPlugin,get_import_options(),import()override for custom source formats (e.g., Aseprite -> SpriteFrames) - Scan vs reimport:
EditorFileSystem.scan()vsreimport_files()for CI pipelines
Unity AssetDatabase
AssetPostprocessor:OnPreprocessTexture(),OnPreprocessModel(),OnPostprocessSprites()hooks- Platform-specific override:
TextureImporter.SetPlatformTextureSettings()withTextureImporterPlatformSettings - Addressables vs AssetBundles: Addressables wraps AssetBundles with dependency tracking and remote loading
- Asset labels and groups: Addressable group strategy (static vs dynamic, local vs remote, packed vs individual assets)
AssetDatabase.StartAssetEditing()/StopAssetEditing()for batch operations without reimport cascade
Texture Atlasing
- MaxRects algorithm: bin packing that minimizes wasted space, used by TexturePacker and Godot's built-in packer
- Shelf algorithm: simpler, faster, slightly worse packing efficiency, good for runtime atlasing
- Padding and bleeding: 1-2px extrude border prevents texture bleeding at atlas seam (bilinear filter + UV rounding)
- Power-of-two vs NPOT: GPU hardware prefers PoT for mipmapping; NPOT with
GL_CLAMP_TO_EDGEfor sprites - Godot TileSet atlas: tile size grid, margin/separation, terrain painting over atlas tiles
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.
- 15d ago First seen · 74 lines · 63 tokens per session scan A 6c6b6f5fd971
asset-pipeline-engineer is an agent published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 63 tokens to every session and 1,270 once invoked, about $0.0003 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 2026-10-01.
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