game-3d-asset-design

game-3d-asset-design is a skill for Codex from jeremylongworth-source/AgentSkills. It costs 84 tokens per session (600 once invoked), scanned A, original, MIT.

A guide to preparing 3D game assets such as props, environment pieces, modular kits, materials, and textures for use in a game engine. It includes practical details such as scale, collision, pivots, levels of detail, naming, and import settings.

In plain words
What is it for?
Use it to plan, optimise, export, import, and review game-ready props and environment assets, including collisions, textures, levels of detail, and production handoff.
Why use it?
It connects an asset’s visual design with its gameplay purpose and performance budget. It also helps catch problems that only appear when the asset is placed in Unity, Unreal, Godot, or another engine.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to plan, optimise, export, import, and review game-ready props and environment assets, including collisions, textures, levels of detail, and production handoff.

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Install with agentmods
npx agentmods add skills/jeremylongworth-source/agentskills/game-3d-asset-design
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 jeremylongworth-source/AgentSkills --skill game-3d-asset-design
Clone the repo
git clone --depth 1 https://github.com/jeremylongworth-source/AgentSkills

Made for: Codex.

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 game-3d-asset-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-3d-asset-design/github.svg)](https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-3d-asset-design)
Your own site
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-3d-asset-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-3d-asset-design/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 game-3d-asset-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-3d-asset-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-3d-asset-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 84 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 600 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.
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 $0.00084 $0.00600
Opus 5 $0.00042 $0.00300
Sonnet 5 $0.00017 $0.00120
Haiku 4.5 $0.00008 $0.00060

Measured 8d ago against content hash add7f83e326c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

game-3d-asset-design 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 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.

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/game-3d-asset-design/SKILL.md · 44 lines

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.

Game 3D Asset Design

Core Workflow

  1. Identify the asset type, target engine, camera distance, platform, art style, interaction needs, and performance budget.
  2. Define the asset's gameplay job before visual detail: cover, landmark, pickup, door, hazard, decoration, traversal object, UI object, or modular kit piece.
  3. Set technical constraints early: real-world scale, pivot/origin behavior, collision type, material count, texture resolution, LOD needs, lightmap/secondary UV needs, naming rules, and export format.
  4. Build from broad shape to game-ready delivery: blockout, approved silhouette, optimized mesh, UVs, materials/textures, collision, LODs, import test, and in-engine review.
  5. Preserve source and output separation. Keep editable DCC files, high-poly sources, bake files, and engine-ready exports clearly named and stored.
  6. Verify the asset inside the target engine or representative scene, not only in the modeling package.

Asset Priorities

  • Scale and units: work to the target engine's unit expectations and test with a known meter cube or player reference.
  • Pivot and orientation: place pivots for actual use, such as doors rotating on hinges, props snapping to grids, and pickups centering cleanly.
  • Mesh efficiency: use polygons where they affect silhouette, deformation, collision, lighting, or close-up readability.
  • Materials and textures: minimize material slots, use power-of-two texture sizes where appropriate, preserve source texture files, and choose resolution based on on-screen size.
  • Collision: provide simple collision for performance unless gameplay needs exact shape.
  • LODs: author or generate LODs for assets seen at varied distances, and verify silhouette preservation.
  • Naming and hierarchy: use descriptive, unique names without special characters; keep hierarchies as simple as practical.
  • Modularity: align dimensions, pivots, trims, texel density, and snap rules for kit pieces.

Deliverable Shape

For asset planning or review, provide:

Read the full file on GitHub · 44 lines

Files

What ships with it

2 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.

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 · 44 lines · 84 tokens per session scan A add7f83e326c

Subscribe to this mod's changes

game-3d-asset-design is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 9d ago), licensed MIT. It adds 84 tokens to every session and 600 once invoked, about $0.0004 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 2026-09-03.

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