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 glifxyz/glif-mcp-server --skill game-assetsgit clone --depth 1 https://github.com/glifxyz/glif-mcp-serverWrote 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/glifxyz/glif-mcp-server/game-assets)<a href="https://agentmods.dev/skills/glifxyz/glif-mcp-server/game-assets"><img src="https://agentmods.dev/badge/skills/glifxyz/glif-mcp-server/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/glifxyz/glif-mcp-server/game-assets"><img src="https://agentmods.dev/badge/skills/glifxyz/glif-mcp-server/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 | $0.00180 | $0.00817 |
| Opus 5.5 | $0.00072 | $0.00327 |
| Sonnet 5.5 | $0.00036 | $0.00163 |
| Haiku 4.5 | $0.00018 | $0.00082 |
Grade A, and why
game-assets 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 20d 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.
Download with `curl -fsSL "<media url>" -o <path>` into the engine's folder. Never overwrite existing art; add `-v2`. How it starts
The opening of the file, as written. The whole thing — 44 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Make game art that fits the engine and stays consistent. The user's explicit instructions come first, within host safety rules.
1. Set the style once
Before making anything, agree on:
- art style: pixel art (and resolution, such as 32×32), hand-painted, cel-shaded, low-poly, PS1 retro, realistic...
- palette and mood, and any reference art (upload it with
upload_file) - the engine and folder layout: Unity
Assets/Art/, Godotres://assets/, web gamespublic/assets/
Start with a character reference sheet for each main character: front, side and back views, expressions, colors and key items. Every later asset uses it as a reference, so characters stay the same. Show it and let the user approve it first.
2. Ask for engine-ready output
| Asset | Put in the brief |
|---|---|
| Sprite sheet | Frame size, frame count and layout (for example an 8-frame run cycle, 64×64 per frame, one row), solid background removed to transparent, plus a preview GIF. |
| Tileset | Tile size, which tiles (ground, edges, corners) and that edges match. |
| Seamless texture | 1:1, power-of-two size (1024, 2048 or 4096), tileable on every edge, no baked lighting or shadows. |
| PBR material | The albedo plus normal, displacement and specular or roughness maps at the same size. |
| 3D model | What it is, rough poly budget, and the file format the engine wants, such as GLB. |
| Icons | One sheet in a shared style, then each icon cut out on transparency at the size the UI uses. |
| Trailer | Length, aspect ratio, key moments and music mood. It uses generated footage, so label it as a concept, not gameplay. |
Generation spends credits. A request for the asset is approval. Batch related assets in one compose_project call and keep using the same project_id so the style carries over. Share the projectUrl, and follow runs with get_job_status, passing the jobId as job_id.
3. Check before using
Download with curl -fsSL "<media url>" -o <path> into the engine's folder. Never overwrite existing art; add -v2.
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.
- 20d ago First seen · 44 lines · 180 tokens per session scan A 057ffdb19fad
game-assets is a skill published in the GitHub repository glifxyz/glif-mcp-server (216 stars, last pushed 19d ago), licensed MIT. It adds 180 tokens to every session and 817 once invoked, about $0.0007 per session on Opus 5.5. 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 2026-10-08.
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