game-cinematic-cutscene-design

game-cinematic-cutscene-design is a skill for Codex from jeremylongworth-source/AgentSkills. It costs 102 tokens per session (1,007 once invoked), scanned A, original, MIT.

A guide to planning and implementing game cutscenes, trailers, intro videos, and scripted camera sequences.

In plain words
What is it for?
Use it to create storyboards and shot lists, block out scenes, control cameras and characters, and check subtitles, skipping, and gameplay handoff.
Why use it?
It helps keep story scenes understandable, well paced, technically reliable, and connected cleanly to gameplay.

Skill for Codex

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

Good fit Use it to create storyboards and shot lists, block out scenes, control cameras and characters, and check subtitles, skipping, and gameplay handoff.

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Install with agentmods
npx agentmods add skills/jeremylongworth-source/agentskills/game-cinematic-cutscene-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-cinematic-cutscene-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-cinematic-cutscene-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-cinematic-cutscene-design/github.svg)](https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-cinematic-cutscene-design)
Your own site
<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.

agentmods 80×15 button for game-cinematic-cutscene-design

Your own site · 80×15
<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>
Per session 102 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,007 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 $0.00102 $0.01007
Opus 5.5 $0.00041 $0.00403
Sonnet 5.5 $0.00020 $0.00201
Haiku 4.5 $0.00010 $0.00101

Measured 1mo ago against content hash 12a2f8d69e1e, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 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-cinematic-cutscene-design/SKILL.md · 64 lines

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

  1. Identify the cinematic type: intro video, in-engine cutscene, interactive cutscene, dialogue scene, boss reveal, level flythrough, transition, ending, trailer, or prerendered movie.
  2. 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.
  3. Create a compact beat sheet, then convert it into a shot list with duration, camera intent, subject, action, dialogue/audio, transition, and gameplay handoff.
  4. Build an animatic or blockout before polishing. Validate pacing, screen direction, readable silhouettes, camera continuity, timing, and whether the player understands the next action.
  5. Implement with clear ownership of cameras, actors, animation, control lockout, audio, subtitles, gameplay events, save/load state, and skip behavior.
  6. 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.

Read the full file on GitHub · 64 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 · 64 lines · 102 tokens per session scan A 12a2f8d69e1e

Subscribe to this mod's changes

game-cinematic-cutscene-design is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 17d ago), licensed MIT. It adds 102 tokens to every session and 1,007 once invoked, about $0.0004 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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