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-sprite-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-sprite-design)<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-sprite-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-sprite-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-sprite-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-sprite-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 | $0.00108 | $0.00769 |
| Opus 5 | $0.00054 | $0.00385 |
| Sonnet 5 | $0.00022 | $0.00154 |
| Haiku 4.5 | $0.00011 | $0.00077 |
Grade A, and why
game-sprite-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 — 58 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Sprite Design
Core Workflow
- Identify target engine/framework, art style, camera scale, tile/grid size, target resolution, animation needs, palette constraints, and export format.
- Define the sprite's gameplay job before visual detail: player, enemy, pickup, projectile, hazard, tile, prop, UI icon, VFX, portrait, or cursor.
- Establish readability at gameplay size: silhouette, value contrast, color grouping, facing direction, animation key poses, and separation from background.
- Plan the asset structure: single PNG, frame sequence, uniform sprite sheet, trimmed atlas with JSON, tile sheet, or layered source file.
- Generate or draw with consistency constraints: same view angle, lighting, outline style, palette, proportions, frame size, and transparent background.
- Export with game-ready metadata: frame dimensions, tags/animation names, padding, optional edge extrusion, pivot/origin notes, hitbox guidance, and import instructions.
- Verify inside the target engine at actual scale, with animation looping and neighboring frames/tiles checked for bleeding, jitter, and readability.
Creative Priorities
- Silhouette: the sprite should read at final pixel size.
- Palette: use a controlled palette and intentional contrast; avoid noisy gradients for pixel art.
- Consistency: maintain perspective, line weight, lighting, proportions, and outline style across variants.
- Animation: start with key poses; add in-betweens only where they improve feel.
- Directionality: make facing, attack, damage, interaction, and movement states clear.
- Background separation: test against real game backgrounds, not only transparent or checkerboard previews.
Production Priorities
- Use consistent frame dimensions unless the engine/importer expects trimmed atlas metadata.
- Add padding between frames and border padding around sheets to avoid texture bleeding.
- Use edge extrusion for atlases when filtering/scaling can sample neighboring pixels.
- Preserve source files separately from exported sheets.
- Use animation tags or clear naming for idle, walk, run, jump, attack, hit, death, interact, and special states.
- Define pivot/origin consistently, such as feet center for characters, center for projectiles, or top-left for tiles.
- Keep hitboxes/hurtboxes aligned to gameplay, not full visual bounds.
- For tilesets, define tile size, collision, terrain transitions, animated tiles, and autotile/terrain rules where relevant.
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 · 58 lines · 108 tokens per session scan A 33d6c277d516
game-sprite-design is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 9d ago), licensed MIT. It adds 108 tokens to every session and 769 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.
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