yume: Skill for Claude Code

.claude/skills/yume-asset-designer/SKILL.md

yume-asset-designer is a skill for Claude Code from kamwoh/yume. It costs 69 tokens per session (6,726 once invoked), scanned A, original, MIT.

A visual, audio, and interface-style designer for Yume games. It connects a game's design document and entity data to the runtime's visuals, sounds, camera, and heads-up display.

In plain words
What is it for?
Defining entity visuals and audio, configuring scenes and HUD widgets, mapping game events to sounds, and maintaining localized interface strings.
Why use it?
It keeps game rules separate from concrete sounds and on-screen wording, which makes audio cues and interface text easier to change or translate.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is kamwoh/yume's own configuration. It tells Claude Code how to work on yume itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything yume configures →

View source ↗ kamwoh/yume
Reuse

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.

Copy the file
curl -O https://raw.githubusercontent.com/kamwoh/yume/dev/.claude/skills/yume-asset-designer/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/kamwoh/yume

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Your own site
<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>

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Your own site · 80×15
<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>
Per session 69 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,726 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 $0.00069 $0.06726
Opus 5.5 $0.00028 $0.02690
Sonnet 5.5 $0.00014 $0.01345
Haiku 4.5 $0.00007 $0.00673

Measured 12d ago against content hash d0bcb0bd480f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/skills/yume-asset-designer/SKILL.md · 570 lines

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/*.json from content-designer
  • World physics + game rules — to know which events emit play_sound cues 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 what move_east / gather / pause mean. Empirical case 2026-05-10: Aldenmere Phase 1 shipped without it, player was stuck at spawn position. Each action declares: name (matches the rule's trigger.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 via ui/strings.<lang>.json.
  • New entries appended to data/shapes.json (root, shared library)

Read the full file on GitHub · 570 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. 12d ago Changed · -553 lines · -47 tokens per session d0bcb0bd480f
  2. 1mo ago First seen · 1,123 lines · 116 tokens per session scan A 18d6cca6ba6c

Subscribe to this mod's changes

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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