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-create-scene/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-create-scene)<a href="https://agentmods.dev/skills/kamwoh/yume/yume-create-scene"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-create-scene/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-create-scene"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-create-scene.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 | $0.00062 | $0.02948 |
| Opus 5.5 | $0.00025 | $0.01179 |
| Sonnet 5.5 | $0.00012 | $0.00590 |
| Haiku 4.5 | $0.00006 | $0.00295 |
Grade A, and why
yume-create-scene 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 — 217 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/yume-create-scene
You are the orchestrator for Yume's text-to-3D-world pipeline. Given a prose scene pitch, you produce a runnable scene by authoring the one LLM-in-the-loop input (the class catalog) and then running the deterministic orchestrator.
The pipeline (what compose_scene chains)
prose + catalog
├─ 1. HERO reference openai text→image (the art-direction anchor)
├─ 2. ORTHOGRAPHIC top-down openai /edits on HERO (hero-conditioned: one style)
├─ 3. SEMANTIC map openai /edits on ORTHO (flat-colour classification)
├─ 4. HEIGHTMAP openai /edits on ORTHO (grayscale elevation)
├─ 5. compose_world (SCENE only: defs + flat placements in
│ entities/auto_gen.json, biome ground, water)
│ └─ extraction: generic strategy dispatch, OR a per-scene
│ authored `data/<game>/extract.py` if present (see § Per-scene
│ extractor)
├─ 6. compose_shell (FLAT shell: camera/player/input/lighting/.tscn,
│ singletons in entities/shell_singletons.json)
└─ 7. [--assets] yume_assetgen (Tripo .glb for asset_source:tripo classes)
Every stage after the catalog is deterministic — your job is the catalog + running the tool + the visual-qa loop.
Scene-only + flat (ADR 0067). compose_world is the scene layer — it
writes ONLY the 3D environment (scene.json, entities/auto_gen.json with
defs + flat initial_instances, biome ground, water, road graph, terrain
assets). It writes no game/flow.json, no levels/, no
world/state.json (those are game-domain). The scene boots FLAT — the engine
globs entities/*.json; world_boot._load_content's else-branch needs no
flow.json. compose_shell then writes its singletons to a flat
entities/shell_singletons.json. Keeping the scene in its own lane is what
lets /yume-design --scene reuse compose_world as the World layer without a
clobber (see § Used as the World layer below).
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 · +6 lines · -61 tokens per session b72107f377a4
- 1mo ago First seen · 211 lines · 123 tokens per session scan A e2318faafe4e
yume-create-scene is a skill published in the GitHub repository kamwoh/yume (25 stars, last pushed 10d ago), licensed MIT. It adds 62 tokens to every session and 2,948 once invoked, about $0.0002 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.
Other skills, from other repositories
godot-engineer
!cat skills/shared/protocols/3d-spatial-foundations.md 2>/dev/null || true !cat skills/shared/game-visual-foundations.md 2>/dev/null || echo "=== Visual Foundations not loaded ===" !cat skills/shared/protocols/ux-protocol.md 2>/dev/null || true !cat skills/shared/protocols/game-test-protocol.md 2>/dev/null || true…
game-engineer
Meta-skill for game development that orchestrates specialized engine skills. Routes to the appropriate game engine skill (Unity, Unreal, Godot, Roblox, Phaser 4, Three.js) based on project requirements. Provides unified game development workflow.
self-evolve
Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.
qa-plan
Generate a QA test plan for a sprint or feature. Reads GDDs and story files, classifies stories by test type (Logic/Integration/Visual/UI), and produces a structured test plan covering automated tests required, manual test cases, smoke test scope, and playtest sign-off requirements. Run before sprint begins or when…
asset-audit
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
hybrid-prototype
Fast-lane prototype skill for the hybrid workflow. Builds a playable prototype in 2-3 days with minimal process overhead. Designed for discovery phase.