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-asset-review-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-asset-review-director)<a href="https://agentmods.dev/skills/lightblink/cocos-asset-forge-mcp/cocos-asset-review-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-asset-forge-mcp/cocos-asset-review-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-asset-review-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-asset-forge-mcp/cocos-asset-review-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 | $0.00088 | $0.02156 |
| Opus 5 | $0.00044 | $0.01078 |
| Sonnet 5 | $0.00018 | $0.00431 |
| Haiku 4.5 | $0.00009 | $0.00216 |
Grade A, and why
cocos-asset-review-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 — 162 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Cocos Asset Review Director
Overview
Use this skill to prevent generated assets from silently becoming gameplay defects. It reviews whether assets are usable for the specific game, not just whether the files exist or look attractive.
This skill coordinates with cocos-art-direction-director and cocos-asset-pipeline-director. Art direction defines the visual promise, asset pipeline generates and imports files, and this skill accepts, rejects, or requests targeted regeneration before implementation relies on them.
Review Philosophy
Review with guided judgment, not a rigid checklist. The skill should help Codex ask the right production questions while preserving room for creative choices, genre variation, stylization, and deliberate exceptions.
Use hard gates only for defects that clearly break the asset's job: corrupt files, wrong role, unusable transparency, unreadable gameplay-critical silhouettes, missing required frames, misleading feedback, broken import metadata, or runtime/package risks. Treat most other findings as contextual tradeoffs: accept, adapt, regenerate, or defer based on the current slice and design intent.
Core Workflow
- Recover the asset contract.
- Identify the game genre, camera, design resolution, target runtime size, asset role, gameplay meaning, interaction context, style target, and whether the asset is static, animated, VFX, UI, background, or audio.
- If the asset contract is missing, write the smallest contract needed to review it instead of accepting the asset by taste.
- Inspect the actual artifact.
- Prefer visual inspection for PNG, sprite sheets, UI packs, and contact sheets.
- Check metadata, dimensions, frame layout, file names, transparency, and project placement when available.
- For batched contact sheets, review the source sheet and the sliced cells. Check for merged cells, accidental multi-subject clutter, cell drift, bad crops, duplicate cells, unusable cells, and whether the batch actually reduced generation calls.
- Judge design fit.
- Verify the asset communicates the intended gameplay identity: player, enemy, hazard, reward, neutral prop, background, UI, or feedback effect.
- Check whether shape, color, value, motion, scale, material, faction language, and feedback meaning match the design and art direction.
- Judge runtime fitness.
- Check mobile readability, alpha cleanliness, padding, atlas friendliness, collision fit, frame consistency, audio length, import metadata, and package-size risk.
- Decide and hand off.
- Mark each asset as
accepted,accepted-with-notes,needs-adaptation,needs-regeneration, orrejected. - Regenerate or adapt only the smallest failed unit when possible.
- Mark each asset as
What ships with it
1 file 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 · 162 lines · 88 tokens per session scan A b6a4a269d70a
cocos-asset-review-director is a skill published in the GitHub repository lightblink/cocos-asset-forge-mcp (1 stars, last pushed 2mo ago), licensed MIT. It adds 88 tokens to every session and 2,156 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 2026-08-31.
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…