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 jxoesneon/Ciel --skill autonomous-game-pipelinegit clone --depth 1 https://github.com/jxoesneon/CielWrote 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/jxoesneon/ciel/autonomous-game-pipeline)<a href="https://agentmods.dev/skills/jxoesneon/ciel/autonomous-game-pipeline"><img src="https://agentmods.dev/badge/skills/jxoesneon/ciel/autonomous-game-pipeline/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/jxoesneon/ciel/autonomous-game-pipeline"><img src="https://agentmods.dev/badge/skills/jxoesneon/ciel/autonomous-game-pipeline.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 | $0.00040 | $0.01209 |
| Opus 5 | $0.00020 | $0.00605 |
| Sonnet 5 | $0.00008 | $0.00242 |
| Haiku 4.5 | $0.00004 | $0.00121 |
Grade A, and why
autonomous-game-pipeline 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 — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.
CIEL ADAPTATION: Autonomous Game Generator
Generates complete games from natural language descriptions across Godot 4 (C#/.NET), Bevy (Rust), and Babylon.js (TypeScript). The agent builds the project, generates assets via paid APIs, runs the engine, and proves the result with a recorded gameplay video.
Risk note: Ciel's risk classifier gates autonomous execution as high → Council. Ciel's SANDBOX.md enforces acquisition-time isolation for Tier 3 sources. This skill declares side effects; Ciel's runtime handles execution gating — sandbox requirements are NOT baked into this body.
Pipeline
- Resume check: If
PLAN.mdexists, readPLAN.md+STRUCTURE.md+MEMORY.md→ skip to task execution. - Fresh pipeline: Generate visual target →
reference.png+ASSETS.md(art direction only). - Risk analysis: Define verification criteria →
PLAN.md. - Architecture: Design →
STRUCTURE.md+project.godot+ stubs. - Asset generation (if budget provided, no asset tables in
ASSETS.md): Plan + generate → updatedPLAN.md. - Task loop: Pick next task → implement (code/assets/scenes) → verify (build/run/screenshot) → update
PLAN.md+MEMORY.md. - Proof: Capture 15–20s gameplay video → visual QA (multimodal review) → deliver.
Engine Guides
- Godot 4 (
engines/godot.md): C#/.NET, Jolt Physics, build-time scene generation. - Bevy (
engines/bevy.md): Rust, ECS, code-first scenes. - Babylon.js (
engines/babylon.md): TypeScript/Vite, browser-served.
Read the appropriate guide before writing any engine-specific code.
Asset Generation (Paid APIs — confirm spend before first run)
- Gemini: Precise references, characters — 5–15¢/image.
- xAI Grok: Textures, simple objects — 2¢/image.
- Tripo3D: Image-to-3D GLB — 30–60¢/model; rigged biped +25¢; animation clips 10¢/clip.
- Grok Video: Animated sprites — 5¢/second.
Key Principles
- Proof over claims: Judge progress from the running game, never a clean build.
- Visual QA closes the loop: Capture screenshots; multimodal review catches defects.
- Scenes generated at build time: C# SceneTree scripts emit
.tscn, not hand-authored. - Silent-failure awareness: Godot serialization drops nodes without errors; validate packs.
- Asset manifest: Track every asset with an in-game Size column in
README.md.
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 · 79 lines · 40 tokens per session scan A c9ff5b41bc15
autonomous-game-pipeline is a skill published in the GitHub repository jxoesneon/Ciel (1 stars, last pushed 4d ago), licensed Apache-2.0. It adds 40 tokens to every session and 1,209 once invoked, about $0.0002 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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dialogue-content-pipeline
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