Borrowing it
Nothing to install: this file belongs to electricsheephq/WorldOS. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/electricsheephq/WorldOS/main/.claude/skills/asset-gen/SKILL.mdgit clone --depth 1 https://github.com/electricsheephq/WorldOSWrote 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/electricsheephq/worldos/asset-gen)<a href="https://agentmods.dev/skills/electricsheephq/worldos/asset-gen"><img src="https://agentmods.dev/badge/skills/electricsheephq/worldos/asset-gen.svg" alt="Measured on agentmods" 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 | $0.00113 | $0.03589 |
| Opus 5 | $0.00056 | $0.01795 |
| Sonnet 5 | $0.00023 | $0.00718 |
| Haiku 4.5 | $0.00011 | $0.00359 |
Grade B, and why
asset-gen scanned grade B with 2 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 5d 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.
Asks for rootmediumPrivilege escalation
A mod that escalates privileges can change anything on the machine, not only the project.
3. Store it OUTSIDE the repo: `~/.worldos/{meshy,tripo3d,scenario,pixellab}.key` (+ `scenario.secret`), then `chmod 600 ~/.worldos/*.key ~/.worldos/*.secret`. Makes network callslowCapability
Not a fault in itself. Listed so you know the mod talks to something, and to what.
3. **Download:** `asset_download` → `curl -L` → box `Assets/painterly/sprites/<id>_idle.png`. The source is not reproduced here
A licence we could not identify
The repository carries a LICENSE file, but it is custom or dual enough that GitHub cannot name it and neither can this catalogue. Unknown terms are not permission, so the body is not copied here. Read the licence at the source and decide for yourself.
What ships with it
3 files 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.
- 5d ago Changed · +1 lines 4a410deeda4f
- 8d ago First seen · 118 lines · 113 tokens per session scan B f59e807d0b5e
asset-gen is a skill published in the GitHub repository electricsheephq/WorldOS (23 stars, last pushed yesterday), with no licence file. It adds 113 tokens to every session and 3,589 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it B with 2 findings (asks for root, makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
artist-self-evolve
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.
sprite-sheet
Use when generating animated 2D character sprites laid out as a sprite sheet (grid of frames) — walk cycle, attack frames, idle bob, death sequence. Wires into AnimatedSprite2D / SpriteFrames. Trigger on "sprite sheet", "walk cycle", "attack frames", "animated sprite", "frame-by-frame animation", "2D character…
character-model
Use when generating a humanoid character ready for animation — player avatar, NPC, enemy, boss, companion. Generates a T-pose reference image, gates an un-rigged preview past the user, then runs the Meshy auto-rig pass and wires the result as a CharacterBody3D (movement) or Node3D (cinematic). Trigger on "make a…
animated-loop
Use when generating a short looping video clip — splash screen background, animated logo backdrop, idle title-screen footage, looping environment ambience. Output must loop seamlessly and is wired as a VideoStreamPlayer with autoplay and loop set true. Trigger on "looping background", "splash loop", "title screen…
cinematic-cutscene
Use when generating a non-interactive cutscene clip — opening scene, story beat, character intro, ending. Locks the look with a reference image, image-to-videos a 5-10s shot, optionally adds TTS dialogue, and wires it as a VideoStreamPlayer that fades in/out. Trigger on "cutscene", "intro cinematic", "opening scene"…
trailer-shot
Use when generating marketing or trailer footage — slow-mo combat, dramatic establishing shots, hero beats, splash screens, pitch-deck B-roll. Optimizes for maximum visual punch in 5-10 seconds. Trigger on "trailer", "marketing footage", "Steam capsule video", "splash screen", "hero shot", "pitch deck clip", "promo…