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 devinilabs/pro-skill --skill build-hybrid-game-assetsgit clone --depth 1 https://github.com/devinilabs/pro-skillWrote 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/devinilabs/pro-skill/build-hybrid-game-assets)<a href="https://agentmods.dev/skills/devinilabs/pro-skill/build-hybrid-game-assets"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/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.
<a href="https://agentmods.dev/skills/devinilabs/pro-skill/build-hybrid-game-assets"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/build-hybrid-game-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 | $0.00062 | $0.00575 |
| Opus 5 | $0.00031 | $0.00287 |
| Sonnet 5 | $0.00012 | $0.00115 |
| Haiku 4.5 | $0.00006 | $0.00057 |
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 12d 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 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.
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.
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.
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.
- 12d ago First seen · 38 lines · 62 tokens per session scan A bb64cbecfd06
build-hybrid-game-assets is a skill published in the GitHub repository devinilabs/pro-skill (24 stars, last pushed 1mo 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.
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