asset-pipeline

asset-pipeline is a skill for Claude Code from kyh/vibedgames. It costs 80 tokens per session (3,015 once invoked), scanned A, original, MIT.

A set of utilities for managing and checking 2D game artwork, including asset manifests, PNG files, spritesheets, and tilesets.

In plain words
What is it for?
Use it to validate asset manifests, inspect PNG sizes, find non-empty spritesheet or tileset frames, generate frame metadata, and audit art after changes.
Why use it?
It helps keep the asset list and files on disk consistent, while exposing missing frames, unused assets, wrong dimensions, and sparse spritesheet layouts.

Skill for Claude Code

Written for Claude Code: ${CLAUDE_SKILL_DIR} variable. Also seen: reads .claude/ paths; mentions Claude Code.

Part of the asset-pipeline plugin — 5 skills shipped together

Good fit Use it to validate asset manifests, inspect PNG sizes, find non-empty spritesheet or tileset frames, generate frame metadata, and audit art after changes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kyh/vibedgames/asset-pipeline
Install

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.

Any agent
npx skills add kyh/vibedgames --skill asset-pipeline
Clone the repo
git clone --depth 1 https://github.com/kyh/vibedgames

Made for: Claude Code.

Or install asset-pipeline, the plugin that ships this one along with the rest of its 5 skills.

Wrote 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.

agentmods badge for asset-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/kyh/vibedgames/asset-pipeline/github.svg)](https://agentmods.dev/skills/kyh/vibedgames/asset-pipeline)
Your own site
<a href="https://agentmods.dev/skills/kyh/vibedgames/asset-pipeline"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/asset-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.

agentmods 80×15 button for asset-pipeline

Your own site · 80×15
<a href="https://agentmods.dev/skills/kyh/vibedgames/asset-pipeline"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/asset-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 80 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,015 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. Third-party audits
  • NVIDIA SkillSpector warn 7 Sept 2026
SkillSpector: 1 finding, up to medium

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • medium Agent Snooping · line 141
    Skill enumerates or reads other installed skills. Access to other skills' SKILL.md files or the skills directory reveals prompt instructions, capabilities, and secrets that should be invisible to peer skills.
    Fix: Remove all code or instructions that list or read other skills' files or directories. Skills should operate independently; cross-skill access is a privilege escalation.
How audits are shown
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 $0.00080 $0.03015
Opus 5 $0.00040 $0.01507
Sonnet 5 $0.00016 $0.00603
Haiku 4.5 $0.00008 $0.00301

Measured 7d ago against content hash 9d71ae019bc3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

asset-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.

The scan reads SKILL.md. This mod also ships 7 executable files (scripts/_lib/asset-tools.mjs, scripts/asset-manifest-check.mjs, scripts/asset-manifest-export-json.mjs, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

plugins/asset-pipeline/skills/asset-pipeline/SKILL.md · 241 lines

How it starts

The opening of the file, as written. The whole thing — 241 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Gamedev Assets

Bundled scripts/ keep a game's art pipeline consistent and debuggable. Run from repo root.

Scripts are plain Node — node <script.mjs>. No Python, no uv, no pip install, and nothing to install beyond Node itself: each script imports a bundled, dependency-free scripts/_lib/asset-tools.mjs.

Asset Index Theory

An asset index (manifest) is the single source of truth for game art — centralized loading by logical name, frame metadata (grid dims, sequences, timing), and validation that disk matches code.

Conventions that worked (Love2D / Rocky Roads; keep your own "what worked" notes at docs/asset-index-learnings.md):

  • Prefer a native manifest format (Lua table for Love2D) but keep it JSON-shaped for export.
  • Categorize by how the asset is used, not by size.
  • Pick a tile size first for tilesets (this pack: 16×16), then derive columns/rows.
  • Treat sprite sheets as sparse: store non-empty {col,row} frames (alpha-based), don't assume a full grid.
  • Use stable, sanitized keys; keep path as on-disk truth (case + spaces preserved).
  • Always run a coverage check after asset changes.

Output Formats

  • JSON (preferred) — universal, any engine.
  • Lua table — Love2D / Lua projects.

Asset Categories

Category Purpose Key metadata
backgrounds Parallax/scrolling layers, static backdrops path, width, height
tilesets Grid-based level tiles path, tileWidth, tileHeight, columns, rows, margin, spacing
images Static sprites (no animation) path, width, height
spritesheets Animated sprites path, frameWidth, frameHeight, fps, frames or animations

Read the full file on GitHub · 241 lines

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. 7d ago Changed · +9 lines 9d71ae019bc3
  2. 11d ago First seen · 232 lines · 80 tokens per session scan A 9b6008b4cea4

Subscribe to this mod's changes

asset-pipeline is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed today), licensed MIT. It adds 80 tokens to every session and 3,015 once invoked, about $0.0004 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.

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