build-hybrid-game-assets

build-hybrid-game-assets is a skill for Codex from 2233admin/design-pipeline. It costs 62 tokens per session (575 once invoked), scanned A, a copy of build-hybrid-game-assets, MIT.

A guide for choosing and delivering different kinds of visual assets for Three.js and web games, such as 3D models, generated images, sprites, interface media, and effects.

In plain words
What is it for?
It supports asset classification, procedural geometry, imported models, generated concept art, UI images, sprites, effects, licensing checks, and performance planning.
Why use it?
It helps match each asset to its actual job, so visual references are not mistaken for playable level geometry or unsuitable runtime files.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit It supports asset classification, procedural geometry, imported models, generated concept art, UI images, sprites, effects, licensing checks, and performance planning.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/2233admin/design-pipeline/build-hybrid-game-assets
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.

Any agent
npx skills add 2233admin/design-pipeline --skill build-hybrid-game-assets
Clone the repo
git clone --depth 1 https://github.com/2233admin/design-pipeline

Made for: Codex.

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 build-hybrid-game-assets

README.md
[![agentmods](https://agentmods.dev/badge/skills/2233admin/design-pipeline/build-hybrid-game-assets/github.svg)](https://agentmods.dev/skills/2233admin/design-pipeline/build-hybrid-game-assets)
Your own site
<a href="https://agentmods.dev/skills/2233admin/design-pipeline/build-hybrid-game-assets"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/build-hybrid-game-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.

agentmods 80×15 button for build-hybrid-game-assets

Your own site · 80×15
<a href="https://agentmods.dev/skills/2233admin/design-pipeline/build-hybrid-game-assets"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/build-hybrid-game-assets.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 575 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod 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 5.1 $0.00062 $0.00575
Opus 5 $0.00031 $0.00287
Sonnet 5 $0.00012 $0.00115
Haiku 4.5 $0.00006 $0.00057

Measured 7d ago against content hash bb64cbecfd06, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

build-hybrid-game-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 7d 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.

Origin

This is a copy

100% identical to build-hybrid-game-assets — 0 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.

skill/references/mengto-skills/upstream/agent-skills/game-development/build-hybrid-game-assets/SKILL.md · 38 lines

How it starts

The opening of the file, as written. The whole thing — 38 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Build Hybrid Game Assets

Choose the asset representation that best serves gameplay, readability, iteration speed, and runtime budget. Do not force every reference image through image-to-3D reconstruction.

Classify the asset before making it

Need Preferred representation
Hero character or complex authored animation Imported rigged mesh, with verified license and scale
Weapon, relic, pickup, creature variant, architecture, or interaction prop Procedural Three.js geometry when controllable silhouette, sockets, collision, or code-driven variants matter
Concept, class portrait, inventory icon, cursor, backdrop, or menu treatment Generated or authored 2D image/video used directly as UI media
Level mood, composition, or spacing reference Concept image used as visual guidance; author the actual playable level separately
Reference image whose visible form itself must become a code model Use img2threejs with its quality gates and state the result is a reconstruction, not extracted geometry

Create image-first work accurately

Generate a compact reference set: hero view, silhouette/side view when geometry matters, palette/material close-up, and usage context. Define camera distance, scale, pivot, collision, attachment sockets, animation needs, and budget before implementation. A single image cannot establish hidden geometry; request more views or select deliberate stylization.

Build the runtime asset

  • For imported meshes, normalize coordinate system, scale, pivot, materials, animation clips, and ownership/license before scene integration.
  • For procedural geometry, expose a factory with named parts, stable sockets, deterministic variation, collider guidance, and reusable materials.
  • For 2D assets, export transparent media at the actual display density; provide alt text/labels where user-facing and avoid using raster art as fake 3D collision.
  • Keep authored content identifiers separate from runtime state. Do not duplicate item, material, or gameplay facts in UI code.

Read the full file on GitHub · 38 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 7d ago First seen · 38 lines · 62 tokens per session scan A bb64cbecfd06

Subscribe to this mod's changes

build-hybrid-game-assets is a skill published in the GitHub repository 2233admin/design-pipeline (9 stars, last pushed 8d ago), licensed MIT. It adds 62 tokens to every session and 575 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to build-hybrid-game-assets, differing in 0 lines, and is treated as a copy.

Related

Other skills, from other repositories

sprite-atlas-builder

Sprite atlas pipeline. Use for sprites, tilesets, textures, asset sheets, extraction, curation, and QA.

gvastethecreator/codex-studio · 29 tokens

game-screenshot-showcase-and-store-packaging

Use when a Unity team needs approved PlayMode screenshots, immutable capture evidence, reviewed showcase slides, or report-only store screenshot packaging without auto-upload, signing, or submission.

hoatv2211/GameStudio-CodexKIT · 44 tokens

forge-export

Forge suite — format matrix, glTF/GLB/USD/FBX export, and engine import conventions. Produces a validated, engine-ready asset (GLB, USDC, FBX, or USDZ) from any Forge working file. Use whenever: exporting a Blender scene or procedural mesh to glTF/GLB; converting FBX, OBJ, or STL to GLB; building a USD stage for…

luminary19/atelier · 244 tokens

forge-model

Forge suite — polygonal and box modeling via Blender bpy + bmesh + modifier stacks. Produces a clean, export-ready .blend/mesh datablock (quad base mesh + non-destructive modifier stack) plus a headless QA render PNG: primitives, extrude, inset, bevel, loop cuts, bridge loops, modifier stacks (Mirror, Array, Solidify…

luminary19/atelier · 288 tokens

forge-procedural

Forge suite — procedural geometry craft skill. Build mesh from code, not hand-modeling: Blender Geometry Nodes scripted via Python (scatter, greeble, curve-sweep, noise displacement), SDF/implicit surfaces (fogleman/sdf, marching cubes, dual contouring, gyroid/TPMS), and generative systems (L-system branching, Wave…

luminary19/atelier · 215 tokens

forge-texture

Forge suite — texture baking and procedural texture authoring (the lookdev texture layer). Bakes normal maps, ambient occlusion, curvature, displacement/height, and combined PBR map sets from a high-poly source onto a low-poly mesh with cage support — headlessly via Blender + Cycles. Also builds procedural shader…

luminary19/atelier · 242 tokens