game-character-design

game-character-design is a skill for Codex from jeremylongworth-source/AgentSkills. It costs 68 tokens per session (541 once invoked), scanned A, original, MIT.

A guide to creating game characters that are easy to recognise, fit their story and gameplay roles, and can be produced in a real game. It covers playable characters, non-player characters, enemies, creatures, costumes, and abilities.

In plain words
What is it for?
Use it to design silhouettes, shapes, costumes, factions, personalities, abilities, and character sheets, or to review a character for readability and production needs.
Why use it?
It connects a character’s appearance to what players need to understand during play. It also checks whether the design will work at gameplay distance and remain practical to animate and build.

Skill for Codex

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

Good fit Use it to design silhouettes, shapes, costumes, factions, personalities, abilities, and character sheets, or to review a character for readability and production needs.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jeremylongworth-source/agentskills/game-character-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-character-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-character-design

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-character-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-character-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 68 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 541 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 $0.00068 $0.00541
Opus 5.5 $0.00027 $0.00216
Sonnet 5.5 $0.00014 $0.00108
Haiku 4.5 $0.00007 $0.00054

Measured 1mo ago against content hash 26bde63a9dd1, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-character-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 1mo 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-character-design/SKILL.md · 43 lines

How it starts

The opening of the file, as written. The whole thing — 43 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Character Design

Core Workflow

  1. Identify the character's gameplay role, story role, faction, camera distance, target platform, art style, animation needs, and customization needs.
  2. Design readability first: silhouette, dominant shape language, focal area, value plan, color accents, and material separation.
  3. Connect visual design to gameplay: weapons, posture, body language, equipment, scale, weak points, threat level, class role, speed, durability, and ability affordances.
  4. Build motif hierarchy. Use one primary motif, a few supporting motifs, and one or two signature silhouette breaks rather than equal detail everywhere.
  5. Check production viability: anatomy, costume layers, deformation zones, rig complexity, facial needs, cloth/hair simulation, material count, texture budget, and variant strategy.
  6. Review the character in context: against backgrounds, beside allies/enemies, at gameplay distance, in UI portraits, and in animation poses.

Character Priorities

  • Silhouette: the character should remain identifiable as a flat shape at small size.
  • Shape language: choose dominant forms intentionally; use contrast accents to add tension without muddying the read.
  • Focal hierarchy: put strongest contrast and detail where the player should look first, often face, hands, weapon, emblem, or weak point.
  • Costume and props: every major prop should clarify role, fantasy, faction, function, or silhouette.
  • Gameplay readability: players should infer threat, class, interactability, allegiance, or ability category quickly.
  • Animation readiness: avoid designs that block key poses, hide gameplay-relevant motion, or make rigging unnecessarily fragile.
  • Representation and tone: avoid lazy stereotypes; align body, costume, culture, and personality choices with the game's world logic.

Deliverable Shape

For character design work, provide:

  • Role, fantasy, and personality summary
  • Silhouette and shape-language direction
  • Costume, prop, color, and material hierarchy
  • Gameplay readability notes
  • Animation, rig, and 3D modeling implications
  • Variants, customization, or progression hooks
  • Risks and open questions

Read the full file on GitHub · 43 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. 1mo ago First seen · 43 lines · 68 tokens per session scan A 26bde63a9dd1

Subscribe to this mod's changes

game-character-design is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 17d ago), licensed MIT. It adds 68 tokens to every session and 541 once invoked, about $0.0003 per session on Opus 5.5. 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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