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/dev/.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 | $0.00069 | $0.06726 |
| Opus 5.5 | $0.00028 | $0.02690 |
| Sonnet 5.5 | $0.00014 | $0.01345 |
| Haiku 4.5 | $0.00007 | $0.00673 |
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 — 570 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). yume-systems-designer owns the win/lose LOGIC. 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 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.
- 12d ago Changed · -553 lines · -47 tokens per session d0bcb0bd480f
- 1mo 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 (25 stars, last pushed 10d ago), licensed MIT. It adds 69 tokens to every session and 6,726 once invoked, about $0.0003 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 2026-08-30.
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