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-character-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-character-design)<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.
<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>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 | $0.00068 | $0.00541 |
| Opus 5 | $0.00034 | $0.00270 |
| Sonnet 5 | $0.00014 | $0.00108 |
| Haiku 4.5 | $0.00007 | $0.00054 |
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 7d 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 — 43 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Character Design
Core Workflow
- Identify the character's gameplay role, story role, faction, camera distance, target platform, art style, animation needs, and customization needs.
- Design readability first: silhouette, dominant shape language, focal area, value plan, color accents, and material separation.
- Connect visual design to gameplay: weapons, posture, body language, equipment, scale, weak points, threat level, class role, speed, durability, and ability affordances.
- Build motif hierarchy. Use one primary motif, a few supporting motifs, and one or two signature silhouette breaks rather than equal detail everywhere.
- Check production viability: anatomy, costume layers, deformation zones, rig complexity, facial needs, cloth/hair simulation, material count, texture budget, and variant strategy.
- 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
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.
- 7d ago First seen · 43 lines · 68 tokens per session scan A 26bde63a9dd1
game-character-design is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 8d ago), licensed MIT. It adds 68 tokens to every session and 541 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 2026-09-03.
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