gamedev-asset-pipeline

gamedev-asset-pipeline is an agent for Claude Code from MonumentalSystems/Atlas-Agent-Teams. It costs 33 tokens per session (747 once invoked), scanned A, original, MIT.

An asset pipeline and build agent for managing game assets, import settings, platform targets, packaging, version control, and continuous integration and delivery. The asset pipeline controls how game files enter and move through a project.

In plain words
What is it for?
Use it to configure texture, model, and audio imports, manage large binary files, prepare platform builds, package content, and maintain game CI/CD.
Why use it?
It helps keep assets correctly configured and builds reliable, repeatable, and suitable for each target platform.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the game-dev plugin — 6 skills, 1 command, 5 agents shipped together

Good fit Use it to configure texture, model, and audio imports, manage large binary files, prepare platform builds, package content, and maintain game CI/CD.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/monumentalsystems/atlas-agent-teams/asset-pipeline
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/MonumentalSystems/Atlas-Agent-Teams

Made for: Claude Code.

Or install game-dev, the plugin that ships this one along with the rest of its 6 skills, 1 command, 5 agents.

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 gamedev-asset-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/asset-pipeline/github.svg)](https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/asset-pipeline)
Your own site
<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.

agentmods 80×15 button for gamedev-asset-pipeline

Your own site · 80×15
<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>
Per session 33 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 747 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 $0.00033 $0.00747
Opus 5 $0.00016 $0.00374
Sonnet 5 $0.00007 $0.00149
Haiku 4.5 $0.00003 $0.00075

Measured 7d ago against content hash cd4f3b5e9d3c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

teams/game-dev/agents/asset-pipeline.md · 95 lines

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

Read the full file on GitHub · 95 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. 7d ago First seen · 95 lines · 33 tokens per session scan A cd4f3b5e9d3c

Subscribe to this mod's changes

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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