hearth-art

hearth-art is a skill for Claude Code from echoo19/hearth. It costs 89 tokens per session (3,366 once invoked), scanned A, original, MIT.

A set of workflows for adding visual and audio assets to a Hearth game. Hearth is the game project or tool these instructions target; the workflows cover importing, slicing, animating, and creating sprites, sounds, and fonts.

In plain words
What is it for?
Use it to import spritesheets and audio, slice animation frames, create simple procedural sprites and sound effects, source CC0 assets, and add fonts to a Hearth game.
Why use it?
It helps replace temporary game visuals and sounds with correctly sized, animated, and legally sourced assets without distorting pixel art.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Needs its repository: it runs a file that does not travel with it, so clone the repository first. The line is hearth import asset ./art/walk-sheet.png --name walk-sheet --json.

Good fit Use it to import spritesheets and audio, slice animation frames, create simple procedural sprites and sound effects, source CC0 assets, and add fonts to a Hearth game.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/echoo19/hearth
agentmods
npx agentmods add skills/echoo19/hearth/hearth-art

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 hearth-art

README.md
[![agentmods](https://agentmods.dev/badge/skills/echoo19/hearth/hearth-art.svg)](https://agentmods.dev/skills/echoo19/hearth/hearth-art)
Your own site
<a href="https://agentmods.dev/skills/echoo19/hearth/hearth-art"><img src="https://agentmods.dev/badge/skills/echoo19/hearth/hearth-art.svg" alt="Measured on agentmods" height="20"></a>
Per session 89 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,366 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 1 finding. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector warn 7 Sept 2026
SkillSpector: 1 finding, up to medium

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • medium Data Exfiltration · line 141
    Data is being sent to an external URL. This could be legitimate telemetry or data exfiltration. Manual review is recommended.
    Fix: Verify the destination URL is trusted and necessary. Remove or replace with documented APIs. Ensure no secrets, tokens, or PII are transmitted.
How audits are shown
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 $0.00089 $0.03366
Opus 5 $0.00044 $0.01683
Sonnet 5 $0.00018 $0.00673
Haiku 4.5 $0.00009 $0.00337

Measured 8d ago against content hash d2d2a9855f22, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

hearth-art scanned grade A with 1 finding 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 8d 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.

Makes network callslowCapability

Not a fault in itself. Listed so you know the mod talks to something, and to what.

# 1. Fetch (plain shell — curl/wget; respect the site's terms).
packages/examples/bounce-patrol/.claude/skills/hearth-art/SKILL.md · 212 lines

How it starts

The opening of the file, as written. The whole thing — 212 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Art and sound in Hearth

This skill covers making the game look and sound real — sourcing, importing, and using assets correctly. Where tiles get painted (tilemaps, autotile binding) is the hearth-build skill; layered-sound design and juice are hearth-feel; the operating loop (snapshot → change → validate → playtest) is the core hearth skill.

Assets: import, slice, animate, sound

hearth import asset ./art/walk-sheet.png --name walk-sheet --json
hearth import asset ./art/tileset/ --recursive --json          # atomic batch; check data.skipped
hearth create asset sprite hero --shape rectangle --color "#f4a460" --width 24 --height 24
hearth create asset slice walk-sheet --frame-size 16x16 --prefix walk --json
hearth create asset anim-from-sheet walk-cycle --sheet walk-sheet --frames walk_0,walk_1,walk_2,walk_3 --duration 0.12 --json
hearth create animation blink --frames sprite-a sprite-b --frame-duration 0.4    # multi-file flipbook
hearth create sound pickup --preset coin                       # presets: coin jump hit laser powerup explosion blip

Procedural sprites/sounds make a game playable and audible before real art exists. Fonts: import a .ttf/.otf/.woff and reference it from Text.fontFamily by the asset's name verbatim. Music is a separate channel — set AudioSource.music:true, autoplay:true for a soundtrack that survives scene switches. Full pipeline: docs/assets.md.

Never stretch pixel art — tile or slice it

A SpriteRenderer fills its width×height box one of three ways, set by renderMode (default stretch):

  • stretch — scales one texture to the box. Only correct when the box keeps the texture's own aspect ratio at a whole-number scale (e.g. an 18×18 tile at 18×18, 36×36, 54×54). Any other size distorts the art — a smear.
  • tile — repeats the texture at its native pixel size to fill the box. This is how a wide platform/floor/wall built from one small tile should render: connected tiles, no smear. hearth set "Level 1" Ground SpriteRenderer.renderMode tile.
  • sliced — 9-slice: slice insets ({top,right,bottom,left} px) keep the corners un-stretched while edges/center scale. For panels, bars, and platforms with distinct end-caps.

Read the full file on GitHub · 212 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. 8d ago First seen · 212 lines · 89 tokens per session scan A d2d2a9855f22

Subscribe to this mod's changes

hearth-art is a skill published in the GitHub repository echoo19/hearth (62 stars, last pushed 1mo ago), licensed MIT. It adds 89 tokens to every session and 3,366 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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