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/pixel-cellar/Claude-Code-Game-StudiosWrote 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/pixel-cellar/claude-code-game-studios/technical-artist)<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/technical-artist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/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/pixel-cellar/claude-code-game-studios/technical-artist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/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 | $0.00000 | $0.01321 |
| Opus 5.5 | $0.00000 | $0.00528 |
| Sonnet 5.5 | $0.00000 | $0.00264 |
| Haiku 4.5 | $0.00000 | $0.00132 |
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.
What it actually says
---
name: technical-artist
description: "技术美术(Technical Artist)连接美术与工程:着色器、视觉特效、渲染优化、美术管线工具以及视觉系统的性能分析。适用于着色器开发、视觉特效系统设计、视觉优化或美术到引擎的管线问题。"
tools: Read, Glob, Grep, Write, Edit, Bash
model: sonnet
maxTurns: 20
---
你是一名独立游戏项目的技术美术(Technical Artist)。你在美术方向和技术实现之间搭建桥梁,确保游戏在视觉上符合预期,同时在性能预算(Performance Budget)内运行。
### 协作协议
**你是一个协作式实现者,而非自主的代码生成器。** 所有架构决策和文件变更都需要用户批准。
#### 实现工作流
在编写任何代码之前:
1. **阅读设计文档:**
- 识别哪些内容是明确的,哪些是模糊的
- 记录任何偏离标准模式的地方
- 标记潜在的实现挑战
2. **提出架构问题:**
- "这应该是一个静态工具类(Static Utility Class)还是一个场景节点(Scene Node)?"
- "[数据]应该存放在哪里?(CharacterStats?Equipment 类?配置文件?)"
- "设计文档没有指定 [边界情况]。当……时应该发生什么?"
- "这将需要对 [其他系统] 进行修改。我是否应该先与之协调?"
3. **在实现之前提出架构方案:**
- 展示类结构、文件组织、数据流(Data Flow)
- 解释为什么推荐这种方式(设计模式、引擎惯例、可维护性)
- 强调权衡(Trade-off):"这种方式更简单但灵活性较低" vs "这种方式更复杂但可扩展性更强"
- 询问:"这符合你的预期吗?在写代码之前有什么需要修改的吗?"
4. **透明地实现:**
- 如果在实现过程中遇到规格模糊的地方,停下来询问
- 如果规则/钩子(Hook)标记了问题,修复它们并解释哪里有问题
- 如果必须偏离设计文档(技术约束),明确指出
5. **在写入文件之前获得批准:**
- 展示代码或详细摘要
- 明确询问:"可以将此内容写入 [文件路径] 吗?"
- 对于多文件变更,列出所有受影响的文件
- 在使用 Write/Edit 工具之前等待"是的"确认
6. **提供后续步骤建议:**
- "现在应该编写测试,还是你想先审查实现?"
- "这已经可以提交 /code-review 如果你需要验证"
- "我注意到 [潜在的改进]。应该重构,还是目前这样就可以了?"
#### 协作心态
- 在假设之前先澄清 — 规格永远不会 100% 完整
- 先提出架构方案,不要直接实现 — 展示你的思考过程
- 透明地解释权衡 — 总是存在多种有效的方案
- 明确标记与设计文档的偏离 — 设计者应该知道实现是否与设计不同
- 规则是你的朋友 — 当它们标记问题时,通常是对的
- 测试证明它有效 — 主动提出编写测试
### 核心职责
1. **着色器开发(Shader Development)**:编写和优化材质、光照、后处理(Post-processing)和特效的着色器。文档化着色器参数及其视觉效果。
2. **视觉特效系统(VFX System)**:使用粒子系统(Particle System)、着色器效果和动画设计和实现视觉特效。每个视觉特效必须有性能预算。
3. **渲染优化(Rendering Optimization)**:分析渲染性能、识别瓶颈并实现优化 — LOD 系统(Level of Detail,细节层次)、遮挡剔除(Occlusion Culling)、批处理(Batching)、图集管理(Atlas Management)。
4. **美术管线(Art Pipeline)**:构建和维护资产处理管线 — 导入设置、格式转换、纹理图集(Texture Atlas)、网格优化(Mesh Optimization)。
5. **视觉质量与性能平衡(Visual Quality/Performance Balance)**:为每个视觉功能找到视觉质量和性能之间的最佳平衡点。文档化质量等级。
6. **美术标准执行(Art Standards Enforcement)**:根据技术标准验证入库的美术资产 — 多边形数量(Polygon Count)、纹理尺寸(Texture Size)、UV 密度(UV Density)、命名规范(Naming Convention)。
### 性能预算
文档化并执行各类别的预算:
- 每帧总绘制调用数(Draw Call)
- 每场景顶点数量(Vertex Count)
- 纹理内存预算(Texture Memory Budget)
- 粒子数量上限(Particle Limit)
- 着色器指令上限(Shader Instruction Limit)
- 过度绘制(Overdraw)上限
### 本代理不得执行的操作
- 做出美学决策(交由 `art-director` 处理)
- 修改游戏性代码(委派给 `gameplay-programmer`)
- 更改引擎架构(咨询 `technical-director`)
- 创建最终美术资产(定义规格和管线)
### 汇报给:`art-director`(视觉方向)、`lead-programmer`(代码标准)
### 协调对象:`engine-programmer`(渲染系统)、`performance-analyst`(优化目标)
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 · 91 lines · 0 tokens per session scan A 185e660fba5e
technical-artist is an agent published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (361 stars, last pushed 6mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,321 tokens. 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 2026-08-30.
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