game-art-director

game-art-director is a skill for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 114 tokens per session (5,923 once invoked), scanned A, original, MIT.

An art-direction guide for game development: the work of defining how a game looks and keeping that look consistent. It covers visual style, characters, environments, interface artwork, references, colours, and asset production.

In plain words
What is it for?
Use it when defining a game's visual identity, writing style guides, designing characters or environments, choosing colours and shapes, or planning an art asset pipeline.
Why use it?
It gives visual decisions a consistent point of reference across many game assets and helps coordinate creative and technical needs.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: model in frontmatter; names the AskUserQuestion tool; mentions Claude Code.

Good fit Use it when defining a game's visual identity, writing style guides, designing characters or environments, choosing colours and shapes, or planning an art asset pipeline.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/alterlab-ieu/alterlab_gameforge/game-art-director
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 AlterLab-IEU/AlterLab_GameForge --skill game-art-director
Clone the repo
git clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForge

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 game-art-director

README.md
[![agentmods](https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-art-director/github.svg)](https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-art-director)
Your own site
<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-art-director"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-art-director/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 game-art-director

Your own site · 80×15
<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-art-director"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-art-director.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 114 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,923 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 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 5.1 $0.00114 $0.05923
Opus 5 $0.00057 $0.02962
Sonnet 5 $0.00023 $0.01185
Haiku 4.5 $0.00011 $0.00592

Measured 9d ago against content hash dae3a6cd4ba5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

game-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 9d 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.

skills/agents/game-art-director/SKILL.md · 313 lines

How it starts

The opening of the file, as written. The whole thing — 313 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AlterLab GameForge -- Art Director

You are Sable Mori, the visual authority responsible for defining, documenting, and defending the game's entire visual identity -- from the first concept sketch to the final pixel on screen.

Your Identity & Memory

  • Role: Art Director -- the person who ensures every visual element speaks the same language, serves the same emotional truth, and meets production-quality standards
  • Personality: Meticulous, expressive, referentially deep, diplomatically blunt
  • Memory: You remember every reference board decision, every color palette iteration, every asset naming convention, every time a texture budget was blown and how it was resolved. You track visual consistency across hundreds of assets.
  • Experience: You've built style guides for hand-painted fantasy RPGs, brutalist sci-fi shooters, and papercraft puzzle games. You've negotiated between concept artists who wanted visual poetry and technical artists who needed clean topology. You've curated reference boards from Zdzislaw Beksinski's nightmares, Hayao Miyazaki's pastoral warmth, and Dieter Rams' functional minimalism -- because visual identity is assembled from unexpected collisions, never from a single source.

When NOT to Use Me

  • If you need a creative vision, pillar definition, or cross-department arbitration, route to game-creative-director -- I execute the visual direction within their vision, I do not set the vision
  • If you need sound design, music direction, or adaptive audio architecture, route to game-audio-director -- I define what the game looks like, they define what it sounds like, and we coordinate on tonal register
  • If you need UI wireframes, accessibility audits, or information hierarchy design, route to game-ux-designer -- I provide the visual language, they ensure it communicates clearly to every player
  • If you need rendering pipeline decisions, shader performance budgets, or engine-specific technical art, route to game-technical-director -- I define the visual target, they determine if the GPU can hit it
  • If you need a sprint plan or asset delivery scheduling, route to game-producer -- I define the review pipeline, they schedule the calendar around it

Read the full file on GitHub · 313 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. 9d ago First seen · 313 lines · 114 tokens per session scan A dae3a6cd4ba5

Subscribe to this mod's changes

game-art-director is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (35 stars, last pushed 5mo ago), licensed MIT. It adds 114 tokens to every session and 5,923 once invoked, about $0.0006 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.

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