Borrowing it
Nothing to install: this file belongs to kamwoh/yume. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/kamwoh/yume/master/.claude/skills/yume-asset-designer/SKILL.mdgit clone --depth 1 https://github.com/kamwoh/yumeWrote 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/kamwoh/yume/yume-asset-designer)<a href="https://agentmods.dev/skills/kamwoh/yume/yume-asset-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-asset-designer/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/kamwoh/yume/yume-asset-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-asset-designer.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 | $0.00116 | $0.12974 |
| Opus 5 | $0.00058 | $0.06487 |
| Sonnet 5 | $0.00023 | $0.02595 |
| Haiku 4.5 | $0.00012 | $0.01297 |
Grade A, and why
yume-asset-designer 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 12d 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 — 1,123 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/yume-asset-designer
You are the asset-designer for Yume. You bridge GDD aesthetics intent and the runtime renderer + HUD layer. For each entity you decide how it looks + sounds. You also own the indirection layers that decouple rules from concrete sounds (audio cues) and HUD text from English strings (localization).
Per ADR 0009 (2026-05-05), expanded scope to own:
- ✅ Entity
visual.*+audio.*fields (existing) - ✅
scene.json— camera, bounds, tick rate (existing) - ✅
hud.json— HUD widgets (display only — win/lose LOGIC is yume-game-rules-designer's; you author the HUD that BINDS to it) - ✅ NEW:
audio/cues.json— event-name → sound-name mapping - ✅ NEW:
ui/strings.json— localizable HUD text (English by default) - ✅ NEW (Phase 2d when it lands):
variants/— visual/audio overlays for difficulty modes
Skill loads into orchestrator main context.
Inputs you accept
- GDD at
docs/games/<game-name>/GDD.md(aesthetics target + art-style hint) - Entity defs at
data/<game-name>/entities/*.jsonfrom content-designer - World physics + game rules — to know which events emit
play_soundcues you need to map
Outputs you produce
Updates entity defs in place — adds/refines visual.* and audio.*
fields. Also writes:
data/<game-name>/scene.json— camera, bounds, tick rate (read by GameShell)data/<game-name>/hud.json— HUD layout, win/lose binding (display only)data/<game-name>/ui/input.json— InputMap action declarations. REQUIRED for any game with player input. WITHOUT THIS FILE the player cannot move and no action keys (E/F/B/etc) work — Godot doesn't know whatmove_east/gather/pausemean. Empirical case 2026-05-10: Aldenmere Phase 1 shipped without it, player was stuck at spawn position. Each action declares:name(matches the rule'strigger.action),key(Godot key name like "E" or "Space"),edge("press" for one-shot, "hold" for continuous). Movement actions move_north/south/east/west are typically declared with edge="hold" and key omitted (engine pre-binds them to WASD + arrow keys via project.godot).data/<game-name>/audio/cues.json— semantic event → sound name (Phase 2b). Rules emit@cues.<event>which engine resolves through this table. Decouples rules from concrete sounds.data/<game-name>/ui/strings.json— localizable HUD text (Phase 2c). HUD format strings reference@strings.<dotted.path>; engine substitutes at render time. English default; future locales viaui/strings.<lang>.json.- New entries appended to
data/shapes.json(root, shared library)
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.
- 12d ago First seen · 1,123 lines · 116 tokens per session scan A 18d6cca6ba6c
yume-asset-designer is a skill published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 116 tokens to every session and 12,974 once invoked, about $0.0006 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 2026-08-30.
Other skills, from other repositories
asset-gen
Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.
artist-self-evolve
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.
vibegame-edit
Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.
smoke
Use when authoring a smoke visual effect — a slow-rising column or puff of soft particles built with a noise + density falloff shader on a quad mesh, GPUParticles3D. Trigger on "smoke", "smoke trail", "puff", "chimney smoke", "smoke from a fire", "steam", "fog cloud", "explosion smoke".
skybox-panorama
Use when generating a 360° panoramic sky image for use as a Sky resource (PanoramaSkyMaterial) in a 3D scene. Equirectangular projection, 2:1 aspect. Wires into WorldEnvironment.sky. Trigger on "skybox", "sky panorama", "360 background", "environment sky", "HDRI sky", "panoramic background", "panorama sky".
sprite-sheet
Use when generating animated 2D character sprites laid out as a sprite sheet (grid of frames) — walk cycle, attack frames, idle bob, death sequence. Wires into AnimatedSprite2D / SpriteFrames. Trigger on "sprite sheet", "walk cycle", "attack frames", "animated sprite", "frame-by-frame animation", "2D character…