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 DDS-Solutions/AI-TadPole-OS --skill game-artgit clone --depth 1 https://github.com/DDS-Solutions/AI-TadPole-OSWrote 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/dds-solutions/ai-tadpole-os/game-art)<a href="https://agentmods.dev/skills/dds-solutions/ai-tadpole-os/game-art"><img src="https://agentmods.dev/badge/skills/dds-solutions/ai-tadpole-os/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/dds-solutions/ai-tadpole-os/game-art"><img src="https://agentmods.dev/badge/skills/dds-solutions/ai-tadpole-os/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 | $0.00000 | $0.01360 |
| Opus 5.5 | $0.00000 | $0.00544 |
| Sonnet 5.5 | $0.00000 | $0.00272 |
| Haiku 4.5 | $0.00000 | $0.00136 |
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 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.
This is a copy
91% identical to game-art — 8 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 — 192 lines — stays where its author put it; the contents beside it link to each section on GitHub.
[!IMPORTANT] AI Context & Knowledge Heritage
- Subsystem: Documentation / SKILL
- Architecture:
@docs ARCHITECTURE:Documentation- Failure Path: Information drift, legacy terminology, or documentation mismatch.
- Observability: Traceability via
execution/parity_guard.py
name: game-art description: Game art principles. Visual style selection, asset pipeline, animation workflow. allowed-tools: Read, Glob, Grep
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 |
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.
- 7d ago Changed · -1 lines · -17 tokens per session b056c855444c
- 1mo ago First seen · 193 lines · 17 tokens per session scan A dd001b89cb45
game-art is a skill published in the GitHub repository DDS-Solutions/AI-TadPole-OS (8 stars, last pushed 3d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,360 tokens. A static security scan graded it A with 0 findings. It is 91% identical to game-art, differing in 8 lines, and is treated as a copy.
Other skills, from other repositories
airjam-mcp
Use when operating an Air Jam project through its first-party MCP tools for inspection, development, semantic game sessions, logs, quality gates, and releases.
controller-ui
Use when building or reviewing Air Jam controller surfaces so touch controls stay simple, readable, and game-appropriate instead of drifting into dense web-app UI patterns.
host-surface
Use when building or reviewing the Air Jam host shell so the active game surface stays full-frame, overlays stay modular, and host UI does not interfere with gameplay layout.
game-architecture
Use when creating or refactoring gameplay code in an Air Jam project and you need guidance on host vs controller vs domain boundaries, modular structure, and when to refactor before implementing.
prefab-authoring
Use when creating reusable gameplay objects or scene presets so prefabs stay declarative, configurable, and ready for future tooling such as previews and scanned catalogs.
r3f-3d-scene
Use when building or reviewing a 3D Air Jam game with React Three Fiber so scene structure, lighting, shadows, grounding, particles, and physics stay deliberate instead of becoming ad hoc Three.js chaos.