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/HermeticOrmus/claude-code-game-developmentWrote 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/commands/hermeticormus/claude-code-game-development/assets)<a href="https://agentmods.dev/commands/hermeticormus/claude-code-game-development/assets"><img src="https://agentmods.dev/badge/commands/hermeticormus/claude-code-game-development/assets/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/commands/hermeticormus/claude-code-game-development/assets"><img src="https://agentmods.dev/badge/commands/hermeticormus/claude-code-game-development/assets.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 | $0.00016 | $0.00717 |
| Opus 5.5 | $0.00006 | $0.00287 |
| Sonnet 5.5 | $0.00003 | $0.00143 |
| Haiku 4.5 | $0.00002 | $0.00072 |
Grade A, and why
assets 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 15d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- assets — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 100 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/assets
Asset import, optimization, atlasing, LOD, and compression pipeline management.
Trigger
/assets [action] [target]
Actions
import
Configure import settings for a specific asset type or directory.
/assets import "environment textures need VRAM compression with mipmaps"
/assets import "UI sprites no mipmaps, RGBA8 lossless"
/assets import "music files as OGG streaming with loop points"
/assets import "FBX character with embedded animations"
Output: Godot .import parameter block or Unity AssetPostprocessor C# snippet.
atlas
Design texture atlas layout and packing strategy.
/assets atlas "100 character portraits 128x128 each, mobile target"
/assets atlas "TileMap tileset 32x32 tiles with 2px padding"
/assets atlas "UI elements grouped by screen"
Output: Atlas dimensions, packing algorithm recommendation, Godot TileSet or Unity Sprite Atlas configuration.
optimize
Audit and reduce asset memory footprint.
/assets optimize "texture memory budget exceeded on mobile"
/assets optimize "audio takes too much RAM"
/assets optimize "3D models have no LODs"
Output: Per-category breakdown, compression format recommendations, estimated savings.
bundle
Structure assets for Addressables (Unity) or dynamic loading (Godot).
/assets bundle "separate loading screen assets from gameplay assets"
/assets bundle "DLC content packs with remote delivery"
/assets bundle "scene-specific preload groups"
Output: Asset group structure, loading code, dependency graph considerations.
Examples
Environment texture import (Godot):
/assets import "res://assets/textures/environment/ - all PNG files"
Produces .import parameter block:
[params]
compress/mode=3
compress/high_quality=true
mipmaps/generate=true
roughness/mode=1
Plus editor script to batch-apply to directory.
Texture memory audit:
/assets optimize "game uses 800MB texture RAM on mobile, budget is 256MB"
Produces: Per-format VRAM cost table, priority list of which textures to downscale or recompress, estimated result.
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.
- 15d ago First seen · 100 lines · 16 tokens per session scan A aeda33d21c15
assets is a command published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 16 tokens to every session and 717 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-10-01.
Other commands, from other repositories
checklist
Generate a custom checklist for the current feature based on user requirements.
clarify
Identify underspecified areas in the current feature spec by asking up to 5 highly targeted clarification questions and encoding answers back into the spec.
specify
Create or update the feature specification from a natural language feature description.
converge
Assess the current codebase against the feature's spec, plan, and tasks, then append any remaining unbuilt work as new tasks to tasks.md so implement can complete it.
implement
Execute the implementation plan by processing and executing all tasks defined in tasks.md.
speckit.bug.fix
Apply the remediation from a bug assessment and record what was changed.