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-cinematic-cutscene-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-cinematic-cutscene-design)<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-cinematic-cutscene-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-cinematic-cutscene-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-cinematic-cutscene-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-cinematic-cutscene-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 | $0.00102 | $0.01007 |
| Opus 5 | $0.00051 | $0.00504 |
| Sonnet 5 | $0.00020 | $0.00201 |
| Haiku 4.5 | $0.00010 | $0.00101 |
Grade A, and why
game-cinematic-cutscene-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 — 64 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Cinematic Cutscene Design
Core Workflow
- Identify the cinematic type: intro video, in-engine cutscene, interactive cutscene, dialogue scene, boss reveal, level flythrough, transition, ending, trailer, or prerendered movie.
- Define the job of the scene before planning shots: establish world, reveal character, teach stakes, reward progress, hide loading, transition locations, sell a mechanic, create spectacle, or deliver story payoff.
- Create a compact beat sheet, then convert it into a shot list with duration, camera intent, subject, action, dialogue/audio, transition, and gameplay handoff.
- Build an animatic or blockout before polishing. Validate pacing, screen direction, readable silhouettes, camera continuity, timing, and whether the player understands the next action.
- Implement with clear ownership of cameras, actors, animation, control lockout, audio, subtitles, gameplay events, save/load state, and skip behavior.
- Review in context: before and after gameplay, target platform, expected aspect ratios, subtitles on, different languages where relevant, and with player settings applied.
Creative Priorities
- Purpose: every shot should reveal, clarify, escalate, contrast, or transition. Remove shots that only repeat information.
- Player agency: use passive viewing deliberately; preserve control when interactivity would make the moment stronger.
- Readability: stage characters, props, UI, and camera movement so the player understands who acts, what changes, and where attention belongs.
- Continuity: track screen direction, eyelines, geography, action matching, lighting continuity, and audio continuity.
- Pacing: vary shot length, camera motion, performance intensity, and silence; do not cut faster than the player can parse.
- Tone: match lens, camera movement, editing rhythm, music, sound, and performance to the game world rather than generic film language.
- Handoff: end with a clear playable state, objective, camera position, input return, and no unexpected player danger unless intentional.
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 · 64 lines · 102 tokens per session scan A 12a2f8d69e1e
game-cinematic-cutscene-design is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 9d ago), licensed MIT. It adds 102 tokens to every session and 1,007 once invoked, about $0.0005 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.
Other skills, from other repositories
html-ppt-zhangzara-8-bit-orbit
A gamer's journey building a retro-arcade collection — the obsession, the hunt, and what the machines came to mean. Built as a decision-grade story deck for friends, hobby community.
character-design-sheet
Character consistency across AI-generated images with reference sheets and LoRA techniques. Covers turnaround views, expression sheets, color palettes, and style consistency tricks. Use for: character design, game art, illustration, animation, comics, visual novels. Triggers: character design, character sheet…
unity-yaml-format
Inspect, explain, diff, and carefully edit Unity text-serialized files such as .unity, .prefab, .asset, and related YAML-based project files. Use when mapping class IDs and fileIDs, tracing object references, reviewing merge conflicts, or making minimal safe edits to existing UnityYAML documents.
photo-to-cute-3d-toy
Create cute 3D toy assets from photo-reference manifests. Use when Codex needs to turn scene photos into 2D toy concept prompts, choose a photo-to-3D route, produce or plan GLB assets for Three.js, or maintain a repeatable personal-gift/toy-character generation workflow.
unreal-vfx-audio
Use when an Unreal Engine game needs Niagara, particles, impact effects, trails, ambience, Sound Cues, MetaSounds, spatial audio, music, UI sounds, or a coordinated feedback pass for gameplay events.
add-effects
Use when adding transient visual effects or trails to a PlayCanvas app to select an Engine-native implementation, place and layer it correctly, manage its lifecycle, and verify the rendered result.