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.
npx skills add lightblink/cocos-asset-forge-mcp --skill cocos-art-direction-directorgit clone --depth 1 https://github.com/lightblink/cocos-asset-forge-mcpWrote 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/lightblink/cocos-asset-forge-mcp/cocos-art-direction-director)<a href="https://agentmods.dev/skills/lightblink/cocos-asset-forge-mcp/cocos-art-direction-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-asset-forge-mcp/cocos-art-direction-director/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/lightblink/cocos-asset-forge-mcp/cocos-art-direction-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-asset-forge-mcp/cocos-art-direction-director.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 | $0.00090 | $0.01111 |
| Opus 5 | $0.00045 | $0.00556 |
| Sonnet 5 | $0.00018 | $0.00222 |
| Haiku 4.5 | $0.00009 | $0.00111 |
Grade A, and why
cocos-art-direction-director 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 — 97 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Cocos Art Direction Director
Overview
Use this skill to turn visual intent into a coherent, Cocos-ready art direction that asset generation and implementation can follow. The skill should define style constraints, prompt language, asset acceptance criteria, and runtime readability rules.
This skill directs cocos_asset_forge and cocos-asset-pipeline-director; it does not replace them.
Art direction owns the art bible, style anchors, and visual acceptance criteria. The asset pipeline owns MCP tool selection, generation order, output paths, metadata preservation, and import verification.
Core Workflow
- Establish the art promise.
- State genre, mood, camera, audience, platform, and production target.
- Choose whether the first slice needs placeholder, style exploration, or production-candidate assets.
- Create a compact art bible.
- Define camera/view, proportions, silhouette language, line style, palette, lighting, material, UI style, animation feel, and negative constraints.
- Map asset families.
- Character, enemy, prop, VFX, background, tileset, UI, icon, audio cue, and typography needs.
- Specify how families differ while staying in one visual system.
- Produce generation prompts.
- Write prompt components that can be reused by asset type.
- Include Cocos runtime requirements: transparency, readable scale, padding, frame consistency, and atlas friendliness.
- Review outputs.
- Check silhouette, style match, palette, alpha, frame consistency, UI legibility, and in-scene scale.
- Regenerate the smallest failed unit instead of the whole pack.
- Hand off to implementation.
- Provide accepted asset paths, intended scene usage, SpriteFrame/animation needs, UI assignments, and unresolved visual risks.
Art Bible Format
For substantial tasks, return:
- Visual promise: one sentence.
- Camera and scale: top-down, side, isometric, UI orthographic, or other.
- Shape language: character and object proportions.
- Color system: dominant, accent, danger, reward, UI, and background colors.
- Value hierarchy: how gameplay-critical objects separate from scenery.
- Material and rendering: pixel, vector-like, painterly, low-poly, cel, or hybrid.
- UI style: panels, buttons, icons, meters, text rules.
- Motion style: snappy, squashy, weighty, floaty, restrained, or dramatic.
- Negative prompts: artifacts to avoid.
- Asset acceptance gates: objective checks before import.
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 First seen · 97 lines · 90 tokens per session scan A d549125a7015
cocos-art-direction-director is a skill published in the GitHub repository lightblink/cocos-asset-forge-mcp (1 stars, last pushed 2mo ago), licensed MIT. It adds 90 tokens to every session and 1,111 once invoked, about $0.0005 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 2026-08-31.
Other skills, from other repositories
cocos-scene-prefab-assembly
Assemble Cocos Creator 3.8 scenes, prefabs, nodes, components, serialized properties, UI roots, managers, pools, and asset references into playable local game scenes. Use whenever the user asks Codex to wire gameplay into a Cocos scene, create or update prefabs, attach scripts, assign generated assets, define node…
cocos-wechat-local-build
Build, inspect, and debug local Cocos Creator 3.8 WeChat Mini Game packages without publishing. Use whenever the user asks Codex to prepare a Cocos project for local wechatgame build, create or review build configs, run Cocos Creator command-line builds, inspect build/wechatgame output, check package budgets, or…
cocos-creator-gameplay-architecture
Implement and review Cocos Creator 3.8 gameplay architecture, TypeScript components, UI systems, scene wiring, prefabs, resource loading, input, audio, tweening, collision, object pooling, state machines, and maintainable runtime code. Use whenever the user asks Codex to build gameplay, create a Cocos prototype…
cocos-game-design-director
Direct production-quality game design for Cocos Creator and WeChat Mini Game projects. Use when Codex needs to turn a game idea into a playable concept, define a core loop, scope an MVP or vertical slice, critique mechanics, write a design brief, choose player goals and rewards, or align gameplay implementation with…
cocos-game-reference-research-director
Research and deconstruct reference games, genre expectations, player promises, mechanics, content patterns, monetization-adjacent systems, art/audio cues, UX conventions, and IP-safe design pillars before planning or implementing Cocos Creator and WeChat Mini Game projects. Use when the user describes a game by…
cocos-interaction-ux-director
Design and critique touch-first interaction, game UX, UI states, onboarding, feedback, and control feel for Cocos Creator and WeChat Mini Game projects. Use when Codex needs to improve controls, menus, HUD, restart flow, tutorials, input mapping, moment-to-moment feedback, or player comprehension before or during…