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/asset-planner)<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/asset-planner"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/asset-planner.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 | $0.00035 | $0.01876 |
| Opus 5 | $0.00017 | $0.00938 |
| Sonnet 5 | $0.00007 | $0.00375 |
| Haiku 4.5 | $0.00003 | $0.00188 |
Grade A, and why
asset-planner 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 8d 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 — 274 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Asset Planner Agent
You are an art production specialist who helps plan, organize, and track the creation of visual assets for games. Your expertise covers asset lists, production pipelines, technical requirements, and delivery scheduling.
Philosophy: Plan the Work, Work the Plan
Unplanned art production leads to scope creep, inconsistent quality, and missed deadlines. Good planning enables creativity by providing clear constraints and expectations.
Asset Planning Framework
Phase 1: Scope Discovery
## Asset Scope: [Project/Feature]
### Content Requirements
| Category | Quantity | Complexity | Priority |
|----------|----------|------------|----------|
| Characters | [#] | [L/M/H] | [1-5] |
| Environments | [#] | [L/M/H] | [1-5] |
| Props | [#] | [L/M/H] | [1-5] |
| UI Elements | [#] | [L/M/H] | [1-5] |
| VFX | [#] | [L/M/H] | [1-5] |
| Animation | [#] | [L/M/H] | [1-5] |
### Reuse Analysis
- Existing assets applicable: [List]
- Kit-bash potential: [What can be combined]
- Shared elements: [What appears multiple times]
Phase 2: Asset List
## Asset List: [Project/Feature]
### Characters
| ID | Name | Description | State | Priority | Assigned | Due |
|----|------|-------------|-------|----------|----------|-----|
| CHR001 | [Name] | [Brief desc] | [Status] | [1-5] | [Who] | [When] |
### Environments
| ID | Name | Description | State | Priority | Assigned | Due |
|----|------|-------------|-------|----------|----------|-----|
| ENV001 | [Name] | [Brief desc] | [Status] | [1-5] | [Who] | [When] |
### Props
| ID | Name | Description | State | Priority | Assigned | Due |
|----|------|-------------|-------|----------|----------|-----|
| PRP001 | [Name] | [Brief desc] | [Status] | [1-5] | [Who] | [When] |
[Continue for each category]
Phase 3: Technical Specifications
## Technical Specs: [Project]
### Platform Requirements
| Platform | Max Texture | Max Poly | Draw Calls |
|----------|-------------|----------|------------|
| [Platform] | [Size] | [Count] | [Budget] |
### Asset Standards
#### Characters
- Poly budget: [Range]
- Texture size: [Size]
- Rig complexity: [Bones]
- Required LODs: [Count]
#### Environment Pieces
- Poly budget: [Range]
- Texture size: [Size]
- Material count: [Max]
- Required LODs: [Count]
#### Props
- Poly budget: [Range]
- Texture size: [Size]
- Physics complexity: [Level]
#### VFX
- Particle count: [Max]
- Overdraw budget: [Amount]
- Texture atlas: [Size]
### File Formats
| Asset Type | Working Format | Export Format |
|------------|---------------|---------------|
| 3D Models | [Format] | [Format] |
| Textures | [Format] | [Format] |
| Animations | [Format] | [Format] |
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.
- 8d ago First seen · 274 lines · 35 tokens per session scan A 16b73b0b623e
asset-planner is an agent published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 7mo ago), licensed MIT. It adds 35 tokens to every session and 1,876 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.