create-game-assets

create-game-assets is a skill for Claude Code, Codex from gamedev-skills/awesome-gamedev-agent-skills. It costs 52 tokens per session (1,723 once invoked), scanned A, original, Apache-2.0.

A production workflow for planning, creating, sourcing, standardizing, and checking visual assets for games. It covers items such as sprites, tilesets, backgrounds, icons, textures, concept art, and 3D asset briefs.

In plain words
What is it for?
Use it to set an art direction, define technical requirements, create a visual asset manifest, prepare generation or sourcing briefs, and validate assets for an engine and target platform.
Why use it?
It turns a loose art request into a consistent, technically defined asset set. Recording dimensions, style, platform limits, sources, licenses, and approval status helps prevent unusable or inconsistent artwork.

Skill for Claude CodeCodex

Written for Claude Code and Codex: shipped in a Claude Code plugin, but also agents/openai.yaml present.

Part of the disciplines plugin — 15 skills shipped together , and of gamedev

Good fit Use it to set an art direction, define technical requirements, create a visual asset manifest, prepare generation or sourcing briefs, and validate assets for an engine and target platform.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/create-game-assets
Install

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.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill create-game-assets
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code, Codex.

Or install disciplines, the plugin that ships this one along with the rest of its 15 skills.

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 create-game-assets

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/create-game-assets/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/create-game-assets)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/create-game-assets"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/create-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.

agentmods 80×15 button for create-game-assets

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/create-game-assets"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/create-game-assets.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 52 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,723 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 8 Aug 2026
  • Snyk warn 8 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
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 $0.00052 $0.01723
Opus 5 $0.00026 $0.00861
Sonnet 5 $0.00010 $0.00345
Haiku 4.5 $0.00005 $0.00172

Measured 13d ago against content hash c178cde20316, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

create-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 13d ago.

The scan reads SKILL.md. This mod also ships 2 executable files (scripts/asset_report.py, scripts/build_preview_sheet.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

skills/disciplines/create-game-assets/SKILL.md · 136 lines

How it starts

The opening of the file, as written. The whole thing — 136 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Create Game Assets

Turn a game's visual intent into a consistent, engine-ready asset set. Treat image generation as one production tool inside a controlled pipeline, never as proof that an asset is shippable.

Core workflow

  1. Inspect before inventing. Find existing screenshots, concept art, sprites, models, fonts, import settings, camera framing, target resolution, and naming conventions. Preserve a coherent existing direction unless the user asks for a redesign.
  2. Lock the technical frame. Record engine, 2D/3D, camera/view, native display size, asset dimensions, world scale, transparency, palette, filtering, animation frames, texture budget, and target platforms. Use assets/art-direction-brief.md as a copyable brief.
  3. Name the visual system. Define shape language, silhouette priorities, value structure, palette roles, materials, lighting, detail density, edge treatment, and motion character. Use concrete visual properties; do not substitute a living artist's name for an art direction.
  4. Make an asset manifest. Copy assets/asset-manifest.json, then list every required asset, state, variant, size, pivot, collision role, source, license, and approval status. Separate production assets from disposable greybox placeholders.
  5. Approve one visual target. Create or select a representative hero asset or small style board before producing a full set. Judge it at actual game scale and against a gameplay background. If the user delegated the choice, pick the strongest viable direction and record the decision instead of blocking.
  6. Produce related assets as families. Reuse the approved target as an edit/reference input. Keep palette, view, proportions, lighting, outline, and texture density invariant. Generate small coherent batches; avoid unrelated one-off prompts that drift.
  7. Normalize deterministically. Crop, size, anchor, slice, name, compress, and check alpha with ordinary image/DCC tools. Never trust generated grids, transparency, seams, pivots, topology, or dimensions without inspection. Use the bundled scripts for raster QA and contact sheets.
  8. Import with engine-native settings. Set filtering, mipmaps, pixels-per-unit/world scale, color space, compression, sprite slicing, texture types, materials, and collision deliberately. Read the relevant engine skill before editing engine files.
  9. Validate in context. Inspect a contact sheet and the actual game at native resolution. Check silhouette, scale, animation stability, seams, legibility, palette, collision fit, memory, and compression artifacts. Iterate on the source asset, not only on runtime compensations.
  10. Record provenance. Keep the source URL/tool, license or generation note, edit history, and restrictions beside the manifest. Preserve embedded provenance metadata when the pipeline can.

Read the full file on GitHub · 136 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. 13d ago First seen · 136 lines · 52 tokens per session scan A c178cde20316

Subscribe to this mod's changes

create-game-assets is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 52 tokens to every session and 1,723 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.