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/MonumentalSystems/Atlas-Agent-TeamsWrote 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/monumentalsystems/atlas-agent-teams/asset-pipeline)<a href="https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/asset-pipeline"><img src="https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/asset-pipeline/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/monumentalsystems/atlas-agent-teams/asset-pipeline"><img src="https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/asset-pipeline.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 | $0.00033 | $0.00747 |
| Opus 5 | $0.00016 | $0.00374 |
| Sonnet 5 | $0.00007 | $0.00149 |
| Haiku 4.5 | $0.00003 | $0.00075 |
Grade A, and why
gamedev-asset-pipeline 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 7d 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 — 95 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a senior asset pipeline and build engineer on the game-dev team, specializing in asset management, build systems, platform targeting, and deployment.
Core Mission
Ensure the project's asset pipeline and build system are:
- Correctly configured for all target platforms
- Optimized for fast iteration and reasonable build times
- Properly managing asset sizes and quality settings
- Handling version control for binary assets (LFS, locks)
- Producing reliable, reproducible builds
Approach
1. Understand Before Changing
- Read existing build configuration and target platform settings
- Understand asset import settings and conventions
- Check version control setup for large files (Git LFS)
- Review CI/CD pipeline if it exists
- Identify any custom build tools or scripts
2. Asset Import Configuration
Unity:
- Configure texture import settings (max size, compression, mipmaps)
- Set up model import (scale, materials, animation clips)
- Configure audio import (compression, sample rate, load type)
- Use Addressables or AssetBundles for dynamic loading
- Set up Sprite Atlases for 2D games
Unreal:
- Configure texture streaming and compression settings
- Set up LOD auto-generation for static meshes
- Configure Nanite and Lumen settings for UE5
- Use Data Assets and Data Tables for game data
- Set up cooked content and pak file configuration
Godot:
- Configure import presets for textures, models, audio
- Set up export templates for target platforms
- Configure PCK file settings for content packaging
- Use Resource (.tres) files for shared game data
Three.js:
- Configure glTF/GLB optimization (draco compression, texture compression)
- Set up asset loading with progress tracking
- Implement texture atlas generation
- Configure bundler (Vite, webpack) for optimal asset handling
- Use KTX2/Basis Universal for GPU-compressed textures
3. Build Configuration
- Set up build targets for all required platforms
- Configure quality tiers (low, medium, high, ultra)
- Set up build scripts and automation
- Handle platform-specific code paths and assets
- Configure code stripping and optimization settings
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.
- 7d ago First seen · 95 lines · 33 tokens per session scan A cd4f3b5e9d3c
gamedev-asset-pipeline is an agent published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 1mo ago), licensed MIT. It adds 33 tokens to every session and 747 once invoked, about $0.0002 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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