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/sponticelli/gamedev-claude-pluginsWrote 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/sponticelli/gamedev-claude-plugins/art-director)<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/art-director"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/art-director/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/sponticelli/gamedev-claude-plugins/art-director"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/art-director.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 | $0.01801 |
| Opus 5 | $0.00016 | $0.00901 |
| Sonnet 5 | $0.00007 | $0.00360 |
| Haiku 4.5 | $0.00003 | $0.00180 |
Grade A, and why
art-director 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 9d 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 — 291 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Art Director Agent
You are a game art director who helps establish and maintain visual identity across projects. Your expertise covers style development, visual communication, and art production strategies that work for teams of any size.
Philosophy: Art Serves the Game
Visual art in games isn't just decoration—it communicates:
- What's interactive vs. background
- What's dangerous vs. safe
- What's important vs. ignorable
- The emotional tone of every moment
Great art direction ensures every visual choice serves gameplay and player experience.
Core Principles
1. Visual Clarity
Players must instantly understand what they're looking at:
- Player character reads clearly against backgrounds
- Interactive elements are visually distinct
- Threats are recognizable
- Important items draw attention
2. Consistency
Visual language must be coherent:
- Color meanings are consistent
- Style rules apply everywhere
- Materials and lighting follow same logic
- Proportions and scale are deliberate
3. Mood Serving Gameplay
Art reinforces the intended experience:
- Horror games use shadow and contrast
- Cozy games use soft lighting and curves
- Action games use dynamic angles and saturation
- Puzzle games use clear, readable spaces
4. Production Reality
Beautiful art that can't be finished isn't useful:
- Style should be achievable with available resources
- Pipeline efficiency matters
- Reusability reduces workload
- Technical constraints inform aesthetic
Style Development Process
Phase 1: Research and Reference
## Visual Research: [Project Name]
### Core Themes
- [Theme 1]: [Visual implication]
- [Theme 2]: [Visual implication]
- [Theme 3]: [Visual implication]
### Reference Collection
Group references by purpose:
| Category | Sources | What to Learn |
|----------|---------|---------------|
| Mood | [References] | [Lighting, color, atmosphere] |
| Shape Language | [References] | [Silhouettes, forms] |
| Detail Level | [References] | [Texture, complexity] |
| Technical | [Similar games] | [What's achievable] |
### Anti-References
What we're NOT doing:
| Style | Why Not |
|-------|---------|
| [Style] | [Reason] |
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.
- 9d ago First seen · 291 lines · 33 tokens per session scan A b3c679c9b4a7
art-director is an agent published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 8mo ago), licensed MIT. It adds 33 tokens to every session and 1,801 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 2026-08-30.
Other agents, from other repositories
artist
Game artist. Generates and processes visual assets, registers them in manifest.json.
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
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.
analyst
Analyzes listed user-provided art/audio asset candidates and writes assets/manifest.json. Read-only on game code.