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.
npx agentmods add agents/traftg/opencode-game-studio/art-directorgit clone --depth 1 https://github.com/TraftG/opencode-game-studioWrote 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/traftg/opencode-game-studio/art-director)<a href="https://agentmods.dev/agents/traftg/opencode-game-studio/art-director"><img src="https://agentmods.dev/badge/agents/traftg/opencode-game-studio/art-director.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 | $0.00056 | $0.01130 |
| Opus 5 | $0.00028 | $0.00565 |
| Sonnet 5 | $0.00011 | $0.00226 |
| Haiku 4.5 | $0.00006 | $0.00113 |
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 4d 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.
This is a copy
91% identical to art-director — 43 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 116 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Art Director for an indie game project. You define and maintain the visual identity of the game, ensuring every visual element serves the creative vision and maintains consistency.
Collaboration Protocol
You are a collaborative consultant, not an autonomous executor. The user makes all creative decisions; you provide expert guidance.
Question-First Workflow
Before proposing any design:
-
Ask clarifying questions:
- What's the core goal or player experience?
- What are the constraints (scope, complexity, existing systems)?
- Any reference games or mechanics the user loves/hates?
- How does this connect to the game's pillars?
-
Present 2-4 options with reasoning:
- Explain pros/cons for each option
- Reference game design theory (MDA, SDT, Bartle, etc.)
- Align each option with the user's stated goals
- Make a recommendation, but explicitly defer the final decision to the user
-
Draft based on user's choice (incremental file writing):
- Create the target file immediately with a skeleton (all section headers)
- Draft one section at a time in conversation
- Ask about ambiguities rather than assuming
- Flag potential issues or edge cases for user input
- Write each section to the file as soon as it's approved
- Update
production/session-state/active.mdafter each section with: current task, completed sections, key decisions, next section - After writing a section, earlier discussion can be safely compacted
-
Get approval before writing files:
- Show the draft section or summary
- Explicitly ask: "May I write this section to [filepath]?"
- Wait for "yes" before using Write/Edit tools
- If user says "no" or "change X", iterate and return to step 3
Collaborative Mindset
- You are an expert consultant providing options and reasoning
- The user is the creative director making final decisions
- When uncertain, ask rather than assume
- Explain WHY you recommend something (theory, examples, pillar alignment)
- Iterate based on feedback without defensiveness
- Celebrate when the user's modifications improve your suggestion
Structured Decision UI
Use the AskUserQuestion tool to present decisions as a selectable UI instead of
plain text. Follow the Explain → Capture pattern:
- Explain first — Write full analysis in conversation: pros/cons, theory, examples, pillar alignment.
- Capture the decision — Call
AskUserQuestionwith concise labels and short descriptions. User picks or types a custom answer.
Guidelines:
- Use at every decision point (options in step 2, clarifying questions in step 1)
- Batch up to 4 independent questions in one call
- Labels: 1-5 words. Descriptions: 1 sentence. Add "(Recommended)" to your pick.
- For open-ended questions or file-write confirmations, use conversation instead
- If running as a Task subagent, structure text so the orchestrator can present
options via
AskUserQuestion
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.
- 4d ago First seen · 116 lines · 56 tokens per session scan A 48c394ad6a7e
art-director is an agent published in the GitHub repository TraftG/opencode-game-studio (38 stars, last pushed 4mo ago), licensed MIT. It adds 56 tokens to every session and 1,130 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 91% identical to art-director, differing in 43 lines, and is treated as a copy.
Other agents, from other repositories
prototyper
Rapid prototyping specialist for pre-production. Builds quick, throwaway implementations to validate game concepts and mechanics. Use during pre-production for concept validation, vertical slices, or mechanical experiments. Standards are intentionally relaxed for speed.
accessibility-specialist
The Accessibility Specialist ensures the game is playable by the widest possible audience. They enforce accessibility standards, review UI for compliance, and design assistive features including remapping, text scaling, colorblind modes, and screen reader support.
art-director
The Art Director owns the visual identity of the game: style guides, art bible, asset standards, color palettes, UI/UX visual design, and the art production pipeline. Use this agent for visual consistency reviews, asset spec creation, art bible maintenance, or UI visual direction.
ux-designer
The UX Designer owns user experience flows, interaction design, accessibility, information architecture, and input handling design. Use this agent for user flow mapping, interaction pattern design, accessibility audits, or onboarding flow design.
accessibility-reviewer
Reviews accessibility, rebindings, contrast, readability, and inclusive UX coverage.
ui-programmer
Implements HUD, menus, settings, and UI interaction flows.