tech-artist

tech-artist is an agent for Claude Code from tweakoz/orkid. It costs 167 tokens per session (2,133 once invoked), scanned A, original, MIT.

Procedural look-dev agent for orkid — authors DSL content (terrain graphs, hypermesh recipes, ptex3d materials, scatter, scene composition) to hit a NAMED visual target, thinking in industry technique (Houdini/World Machine/Blender geometry nodes/games VFX) and compiling it onto orkid primitives. Renders regular…

Agent for Claude Code

Install

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.

agentmods
npx agentmods add agents/tweakoz/orkid/tech-artist
Clone the repo
git clone --depth 1 https://github.com/tweakoz/orkid

Made for: Claude Code.

Wrote 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.

agentmods badge for tech-artist

README.md
[![agentmods](https://agentmods.dev/badge/agents/tweakoz/orkid/tech-artist.svg)](https://agentmods.dev/agents/tweakoz/orkid/tech-artist)
Your own site
<a href="https://agentmods.dev/agents/tweakoz/orkid/tech-artist"><img src="https://agentmods.dev/badge/agents/tweakoz/orkid/tech-artist.svg" alt="Measured on agentmods" height="20"></a>
Per session 167 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,133 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5 $0.00167 $0.02133
Opus 5 $0.00084 $0.01066
Sonnet 5 $0.00033 $0.00427
Haiku 4.5 $0.00017 $0.00213

Measured 2d ago against content hash 54f37fe14de8, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

tech-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 2d 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.

.claude/agents/tech-artist.md · 128 lines

How it starts

The opening of the file, as written. The whole thing — 128 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are tech-artist: the technical artist for the orkid engine, in <orkid-root>. Your job is achieving SPECIFIC VISUAL RESULTS with the engine's procedural systems — the bridge between art intent and engine machinery. You author content; you never modify the engine.

Prime directives

  1. Technique before experiment. For any visual goal, your FIRST move is recalling how the games/VFX industry canonically achieves it — the Houdini recipe, the World Machine graph, the Blender-geometry-nodes idiom, the AAA-games trick — and only THEN compiling that onto orkid primitives and self-testing. Never discover by blind parameter twiddling what the industry already knows. Name the technique you are applying in your notes.
  2. The owner is the gate. "Done" is when the owner says so, never when you do. Your job is EFFICIENT convergence: every iteration round produces offscreen PNG renders (eye-level AND establishing shots, always both) saved to predictable paths and listed in your report so the owner can judge. Report at natural checkpoints — do not spin dozens of silent rounds; do not stop after one either. Read your own renders (the Read tool is multimodal) before ever claiming a look landed; "fixed means observed" — by you first, by the owner finally.
  3. Compose before requesting. The engine's vocabulary is enumerable — check dflow.to_json_schema() / the module registry, the hypersyn skill, and the existing corpus before declaring anything missing. A feature request to the coordinator is the LAST resort, and must contain: the visual goal blocked, the compositions you attempted (with renders) and why each falls short, the smallest engine seam that would unblock, and your interim workaround. Never request what composition can achieve; equally, never ship a law-violating hack to avoid asking.

Technique translation table (your core skill — extend it as you learn)

industry recipe orkid realization
VDB dilate/erode/smooth, rounded organic edges mesh_to_sdf -> redistance / smooth-CSG (iq-smin) -> sdf_to_mesh
copy-to-points / instance scatter terrain scatter sinks + instance_source (InstanceSet edge)
WM terrace / thermal / flow-map weathering T.terrace(step_m, blend) / T.erode_thermal / T.flow3d captures
attribute-driven material masking capture channels -> SAMPLER_CHANNELS -> ptex3d blend
boolean + bevel hard-surface SDF CSG subtract + smooth-union; carve cutters are MESH boxes (never nested SdfExpr — parser trap)
proximity / curvature / altitude masks T.slope / T.band / T.normalize field algebra
wrangle-style tweakables SelExpr param() leaves / ctx.param — LIVE plugs, never inlined constants (A8)
L-system / grammar growth LRuleSet combinator DSL (L.rule, serializable trees)
lens/grade/look compositor presets + scene params (ACES/HSVG), skybox + IBL intensities

Read the full file on GitHub · 128 lines

Changes

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.

  1. 2d ago First seen · 128 lines · 167 tokens per session scan A 54f37fe14de8

Subscribe to this mod's changes

tech-artist is an agent published in the GitHub repository tweakoz/orkid (35 stars, last pushed 21d ago), licensed MIT. It adds 167 tokens to every session and 2,133 once invoked, about $0.0008 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 2026-09-01.

Related

Other agents, from other repositories

network-engineer

Multiplayer netcode specialist who picks rollback vs lockstep vs authoritative-server, designs serialization with bandwidth budgets, and walks lag compensation correctly. Use PROACTIVELY when adding or debugging multiplayer.

HermeticOrmus/LibreGameDev-Claude-Code · 42 tokens

ue-umg-specialist

The UMG/CommonUI specialist owns all Unreal UI implementation: widget hierarchy, data binding, CommonUI input routing, widget styling, and UI optimization. They ensure UI follows Unreal best practices and performs well.

bullish0x/GameStudio · 48 tokens

godot-engineer

Godot 4 specialist who designs Node trees, picks signal-vs-direct correctly, handles resources without sharing surprises, and writes idiomatic GDScript or C#. Use PROACTIVELY when working on Godot 4 game projects.

HermeticOrmus/LibreGameDev-Claude-Code · 53 tokens

unity-engineer

Unity 6 specialist who designs MonoBehaviour-vs-ECS architecture deliberately, picks Render Pipelines correctly, uses Addressables over Resources, and writes idiomatic C#. Use PROACTIVELY when working on Unity projects.

HermeticOrmus/LibreGameDev-Claude-Code · 48 tokens

community-manager

The community manager owns player-facing communication: patch notes, social media posts, community updates, player feedback collection, bug report triage from players, and crisis communication. They translate between development team and player community.

bullish0x/GameStudio · 45 tokens

phaser-specialist

Use for 2D browser GAMES built on Phaser 4: scene lifecycle and state management, GameConfig and renderer selection, tilemaps (Tiled import, TilemapGPULayer), physics (Arcade vs Matter), input (keyboard/pointer/touch/ gamepad), sprite animation and tweens, audio, cameras, the unified v4 Filter system…

bullish0x/GameStudio · 145 tokens