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 skills add bcastelino/agent-skills-kit --skill game-artgit clone --depth 1 https://github.com/bcastelino/agent-skills-kitWrote 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/skills/bcastelino/agent-skills-kit/game-art)<a href="https://agentmods.dev/skills/bcastelino/agent-skills-kit/game-art"><img src="https://agentmods.dev/badge/skills/bcastelino/agent-skills-kit/game-art/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/skills/bcastelino/agent-skills-kit/game-art"><img src="https://agentmods.dev/badge/skills/bcastelino/agent-skills-kit/game-art.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 | $0.00017 | $0.01277 |
| Opus 5.5 | $0.00007 | $0.00511 |
| Sonnet 5.5 | $0.00003 | $0.00255 |
| Haiku 4.5 | $0.00002 | $0.00128 |
Grade A, and why
game-art 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 2mo 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
100% identical to game-art — 3 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 — 185 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Art Principles
Visual design thinking for games - style selection, asset pipelines, and art direction.
1. Art Style Selection
Decision Tree
What feeling should the game evoke?
│
├── Nostalgic / Retro
│ ├── Limited palette? → Pixel Art
│ └── Hand-drawn feel? → Vector / Flash style
│
├── Realistic / Immersive
│ ├── High budget? → PBR 3D
│ └── Stylized realism? → Hand-painted textures
│
├── Approachable / Casual
│ ├── Clean shapes? → Flat / Minimalist
│ └── Soft feel? → Gradient / Soft shadows
│
└── Unique / Experimental
└── Define custom style guide
Style Comparison Matrix
| Style | Production Speed | Skill Floor | Scalability | Best For |
|---|---|---|---|---|
| Pixel Art | Medium | Medium | Hard to hire | Indie, retro |
| Vector/Flat | Fast | Low | Easy | Mobile, casual |
| Hand-painted | Slow | High | Medium | Fantasy, stylized |
| PBR 3D | Slow | High | AAA pipeline | Realistic games |
| Low-poly | Fast | Medium | Easy | Indie 3D |
| Cel-shaded | Medium | Medium | Medium | Anime, cartoon |
2. Asset Pipeline Decisions
2D Pipeline
| Phase | Tool Options | Output |
|---|---|---|
| Concept | Paper, Procreate, Photoshop | Reference sheet |
| Creation | Aseprite, Photoshop, Krita | Individual sprites |
| Atlas | TexturePacker, Aseprite | Spritesheet |
| Animation | Spine, DragonBones, Frame-by-frame | Animation data |
| Integration | Engine import | Game-ready assets |
3D Pipeline
| Phase | Tool Options | Output |
|---|---|---|
| Concept | 2D art, Blockout | Reference |
| Modeling | Blender, Maya, 3ds Max | High-poly mesh |
| Retopology | Blender, ZBrush | Game-ready mesh |
| UV/Texturing | Substance Painter, Blender | Texture maps |
| Rigging | Blender, Maya | Skeletal rig |
| Animation | Blender, Maya, Mixamo | Animation clips |
| Export | FBX, glTF | Engine-ready |
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.
- 2mo ago First seen · 185 lines · 17 tokens per session scan A 61cbecff4a6f
game-art is a skill published in the GitHub repository bcastelino/agent-skills-kit (2 stars, last pushed 3mo ago), licensed MIT. It adds 17 tokens to every session and 1,277 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to game-art, differing in 3 lines, and is treated as a copy.
game-art compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| game-artbcastelino/agent-skills-kit | Skill | 2 | 3mo ago | MIT | A | 17 | Claude Code |
| researcherkeli-wen/agy-staff | Skill | 869 | 2d ago | MIT | A | 75 | Claude Code |
| reviewerkeli-wen/agy-staff | Skill | 869 | 2d ago | MIT | B | 94 | Claude Code |
| cloudflare-durable-objectssecondsky/claude-skills | Skill | 248 | 14d ago | MIT | A | 43 | Claude Code |
| dead-code-huntermagic5644/Graph-It-Live | Skill | 63 | yesterday | MIT | A | 165 | Claude Code |
| onboarding-expressmagic5644/Graph-It-Live | Skill | 63 | yesterday | MIT | A | 171 | Claude Code |
| debugging-workflowsCrowdStrike/foundry-skills | Skill | 39 | yesterday | MIT | A | 90 | Claude Code |