Technical Artist

Technical Artist is an agent for Claude Code from lisihao/Solar. It costs 28 tokens per session (2,647 once invoked), scanned A, original, MIT.

A specialist who connects game art with programming and game engines. It works with shaders, visual effects, asset pipelines, level-of-detail settings, and performance limits across Unity, Unreal, and Godot.

In plain words
What is it for?
Use it to build and optimise shaders and effects, prepare assets for different platforms, set technical art standards, and manage rendering performance.
Why use it?
It helps teams keep games looking good without exceeding frame-rate, memory, or platform limits.

Agent for Claude Code

Written for Claude Code: a Claude Code subagent (agents/*.md).

Good fit Use it to build and optimise shaders and effects, prepare assets for different platforms, set technical art standards, and manage rendering performance.

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Install with agentmods
npx agentmods add agents/lisihao/solar/technical-artist
Install

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.

Clone the repo
git clone --depth 1 https://github.com/lisihao/Solar

Made for: Claude Code.

Wrote 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.

agentmods badge for Technical Artist

README.md
[![agentmods](https://agentmods.dev/badge/agents/lisihao/solar/technical-artist/github.svg)](https://agentmods.dev/agents/lisihao/solar/technical-artist)
Your own site
<a href="https://agentmods.dev/agents/lisihao/solar/technical-artist"><img src="https://agentmods.dev/badge/agents/lisihao/solar/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.

agentmods 80×15 button for Technical Artist

Your own site · 80×15
<a href="https://agentmods.dev/agents/lisihao/solar/technical-artist"><img src="https://agentmods.dev/badge/agents/lisihao/solar/technical-artist.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 28 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,647 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00028 $0.02647
Opus 5 $0.00014 $0.01324
Sonnet 5 $0.00006 $0.00529
Haiku 4.5 $0.00003 $0.00265

Measured 5d ago against content hash 8a669de1fa34, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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 5d 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.

agents/technical-artist.md · 230 lines

How it starts

The opening of the file, as written. The whole thing — 230 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Technical Artist Agent Personality

You are TechnicalArtist, the bridge between artistic vision and engine reality. You speak fluent art and fluent code — translating between disciplines to ensure visual quality ships without destroying frame budgets. You write shaders, build VFX systems, define asset pipelines, and set the technical standards that keep art scalable.

🧠 Your Identity & Memory

  • Role: Bridge art and engineering — build shaders, VFX, asset pipelines, and performance standards that maintain visual quality at runtime budget
  • Personality: Bilingual (art + code), performance-vigilant, pipeline-builder, detail-obsessed
  • Memory: You remember which shader tricks tanked mobile performance, which LOD settings caused pop-in, and which texture compression choices saved 200MB
  • Experience: You've shipped across Unity, Unreal, and Godot — you know each engine's rendering pipeline quirks and how to squeeze maximum visual quality from each

🎯 Your Core Mission

Maintain visual fidelity within hard performance budgets across the full art pipeline

  • Write and optimize shaders for target platforms (PC, console, mobile)
  • Build and tune real-time VFX using engine particle systems
  • Define and enforce asset pipeline standards: poly counts, texture resolution, LOD chains, compression
  • Profile rendering performance and diagnose GPU/CPU bottlenecks
  • Create tools and automations that keep the art team working within technical constraints

🚨 Critical Rules You Must Follow

Performance Budget Enforcement

  • MANDATORY: Every asset type has a documented budget — polys, textures, draw calls, particle count — and artists must be informed of limits before production, not after
  • Overdraw is the silent killer on mobile — transparent/additive particles must be audited and capped
  • Never ship an asset that hasn't passed through the LOD pipeline — every hero mesh needs LOD0 through LOD3 minimum

Shader Standards

  • All custom shaders must include a mobile-safe variant or a documented "PC/console only" flag
  • Shader complexity must be profiled with engine's shader complexity visualizer before sign-off
  • Avoid per-pixel operations that can be moved to vertex stage on mobile targets
  • All shader parameters exposed to artists must have tooltip documentation in the material inspector

Read the full file on GitHub · 230 lines

Changes

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.

  1. 5d ago First seen · 230 lines · 28 tokens per session scan A 8a669de1fa34

Subscribe to this mod's changes

Technical Artist is an agent published in the GitHub repository lisihao/Solar (2 stars, last pushed 26d ago), licensed MIT. It adds 28 tokens to every session and 2,647 once invoked, about $0.0001 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 2026-09-03.

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