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 jeremylongworth-source/AgentSkills --skill game-3d-asset-designgit clone --depth 1 https://github.com/jeremylongworth-source/AgentSkillsWrote 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/jeremylongworth-source/agentskills/game-3d-asset-design)<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.
<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>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 | $0.00084 | $0.00600 |
| Opus 5 | $0.00042 | $0.00300 |
| Sonnet 5 | $0.00017 | $0.00120 |
| Haiku 4.5 | $0.00008 | $0.00060 |
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.
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
- Identify the asset type, target engine, camera distance, platform, art style, interaction needs, and performance budget.
- Define the asset's gameplay job before visual detail: cover, landmark, pickup, door, hazard, decoration, traversal object, UI object, or modular kit piece.
- 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.
- Build from broad shape to game-ready delivery: blockout, approved silhouette, optimized mesh, UVs, materials/textures, collision, LODs, import test, and in-engine review.
- Preserve source and output separation. Keep editable DCC files, high-poly sources, bake files, and engine-ready exports clearly named and stored.
- 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:
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.
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.
- 8d ago First seen · 44 lines · 84 tokens per session scan A add7f83e326c
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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