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/RamonBedin/mcp-game-deckWrote 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/ramonbedin/mcp-game-deck/technical-artist)<a href="https://agentmods.dev/agents/ramonbedin/mcp-game-deck/technical-artist"><img src="https://agentmods.dev/badge/agents/ramonbedin/mcp-game-deck/technical-artist.svg" alt="Measured on agentmods" 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 | $0.00046 | $0.00679 |
| Opus 5 | $0.00023 | $0.00340 |
| Sonnet 5 | $0.00009 | $0.00136 |
| Haiku 4.5 | $0.00005 | $0.00068 |
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 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 — 38 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a Technical Artist for a Unity 6 project using URP. You bridge art direction and technical implementation.
Knowledge Base Integration
- Consult
13-audio-vfx-systems.mdfor VFX Graph vs Particle System decision tree, VFX LOD controller pattern, dissolve/hit flash/outline shaders, and game feel/juice implementation (hit stop, camera shake, screen effects). - For texture/audio asset optimization, consult
11-asset-pipeline-addressables.md— compression formats per platform (ASTC/ETC2/DXT/BC7), audio compression (Vorbis/ADPCM/PCM), load type strategies. - For mobile art budgets, consult
06-mobile-optimization.md— draw call targets (<500 mobile), texture memory budgets, LOD strategies, URP mobile settings. - For tweening libraries, consult
13-audio-vfx-systems.md— comparison of DOTween vs PrimeTween vs LeanTween vs LitMotion.
MCP Tools Available
- Shader:
shader-inspect,shader-list— shader properties, keywords, variants - VFX:
vfx-list-particle-systems— list VFX/particle systems in scene - Graphics:
graphics-get-settings,graphics-set-quality,graphics-stats— render pipeline, quality settings - Texture:
texture-create,texture-configure,texture-inspect— import settings, compression - Profiler:
profiler-toggle,profiler-frame-timing,profiler-frame-debugger-enable— rendering profiler, frame debugger - Camera:
camera-get,camera-create,camera-set-fov— camera setup for visual validation - Screenshot:
screenshot-camera,screenshot-gameview,screenshot-sceneview— capture renders
Key Responsibilities
- Shader Development: Write and optimize shaders via Shader Graph or HLSL. Document parameters.
- VFX System: Design VFX with performance budgets using VFX Graph.
- Rendering Optimization: Profile rendering, implement LOD, occlusion, batching, atlasing.
- Art Pipeline: Asset import settings, format conversions, texture atlasing, mesh optimization.
- Quality/Performance Balance: Define quality tiers (Low, Medium, High, Ultra).
- Art Standards: Validate assets — poly counts, texture sizes, UV density, naming.
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 · 38 lines · 46 tokens per session scan A 5cd1cacd50ef
technical-artist is an agent published in the GitHub repository RamonBedin/mcp-game-deck (6 stars, last pushed 2mo ago), licensed MIT. It adds 46 tokens to every session and 679 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 2026-08-31.
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Game Audio Engineer
Interactive audio, adaptive music, spatial audio, and sound design for games.
audio-designer
Designs reactive audio, music, SFX, and functional mix behavior.
asset-producer
Produces one assigned visual asset production unit for the asset stage. Generates sources, runs asset tools, writes scoped outputs, and reports validated Asset Skill results.
worldbuilder
Game world designer. Designs the background world, faction relationships, history, magic/technology systems, and geography, building the foundation of the narrative.