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 Meowa-AI/meowa-skills --skill game-assetsgit clone --depth 1 https://github.com/Meowa-AI/meowa-skillsWrote 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/meowa-ai/meowa-skills/game-assets)<a href="https://agentmods.dev/skills/meowa-ai/meowa-skills/game-assets"><img src="https://agentmods.dev/badge/skills/meowa-ai/meowa-skills/game-assets/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/meowa-ai/meowa-skills/game-assets"><img src="https://agentmods.dev/badge/skills/meowa-ai/meowa-skills/game-assets.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00093 | $0.04101 |
| Opus 5 | $0.00046 | $0.02050 |
| Sonnet 5 | $0.00019 | $0.00820 |
| Haiku 4.5 | $0.00009 | $0.00410 |
Grade A, and why
game-assets 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 today.
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 — 155 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Meowa Game Assets
Plan a game or create game-ready visual and audio assets. For game concepts, systems, balance, market research, or structured design documents, use the Game Designer module. For assets, establish the final asset contract first, choose the smallest suitable capability, and combine modules only when the downstream command accepts the upstream output.
Establish the asset contract
Determine these requirements before selecting a command:
- Runtime asset type: sprite, prop, UI, texture, tileset, map layer, animation, video, sound, or music.
- Art representation: pixel or HD.
- Final dimensions, sprite-cell size, count, aspect ratio, transparency, and file format.
- Deliverable structure: one asset, a variant pack, sprite sheet, directional set, layer set, animation, or reusable atlas.
Treat preset-defined dimensions and output counts as fixed contracts. Do not imply that prompt wording can override them.
Write simple natural-language prompts
Meowa capabilities use advanced generative models that understand ordinary natural language. Describe the required asset as simply and clearly as possible. Include only details that materially affect the deliverable, such as the subject, action, viewpoint, material, or relationship between elements.
Do not use legacy diffusion-style prompt engineering: no long keyword stacks, separate positive and negative prompt blocks, repeated quality terms, token weights, sampler syntax, or excessive camera and rendering jargon. These additions can interfere with the model's own interpretation and reduce consistency. Start with the shortest sufficient prompt, inspect the result, and add one necessary constraint at a time only when the output proves it is needed.
Apply game-art fundamentals
Pixel art
- Treat the pixel grid as part of the design, not merely as image resolution.
- Keep animated characters, monsters, and similar frame-based assets at 128×128 or smaller whenever practical. Larger pixel assets raise animation cost and often reduce generation or frame-edit consistency. Reserve larger pixel canvases mainly for maps, character illustrations, portraits, and other assets that do not need frame animation.
- When padding a 64px pixel character for animation, prefer a final canvas no larger than 128×128. Padding may be set independently on the top, down, left, and right, but a pixel-animation canvas above 256px on either axis is invalid and must not be submitted.
- When visual inspection is available, inspect the character bounds, facing direction, and intended motion before choosing animation padding. Leave some top space for jumps and some forward space for attacks; use only enough room for the action rather than making every canvas unnecessarily large.
- Treat pixel assets generated by Meowa as already perfectly pixelated. Do not run standalone pixelation on them again.
- Use pixel-native generation, editing, cleanup, and animation paths for pixel assets.
- Preview only at integer zoom with nearest-neighbor sampling. Never smooth or shrink pixel art merely for display.
- Inspect transparency and every sprite-sheet cell at native resolution.
What ships with it
16 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.
- agents/openai.yaml 251 B
- assets/map-tile-layout-demo.html 64 KB
- meowart_api.md 5.0 KB
- meowart_api.py 409 KB runs code
- references/animation-and-video.md 18 KB
- references/audio.md 3.1 KB
- references/capability-routing.md 8.8 KB
- references/game-design.md 3.8 KB
- references/maps-tiles-and-textures.md 32 KB
- references/pixel-and-hd-assets.md 17 KB
- references/running-and-outputs.md 5.5 KB
- references/ui-and-image-editing.md 16 KB
- scripts/build-map-preview.py 4.7 KB runs code
- scripts/map-preview-server.py 23 KB runs code
- scripts/map-tile-layout.js 8.7 KB runs code
- web_parameter_contract.json 30 KB
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.
- today Changed · +2 lines ecd6fcbb860e
- yesterday Changed · +4 lines a8cec091ee00
- 2d ago Changed · +10 lines 0456e4c421f8
- 3d ago Changed · +7 lines bc5a645428c0
- 8d ago Changed d379aab06ccd
- 13d ago First seen · 132 lines · 93 tokens per session scan A 974ceb08c4b3
game-assets is a skill published in the GitHub repository Meowa-AI/meowa-skills (39 stars, last pushed yesterday), licensed MIT. It adds 93 tokens to every session and 4,101 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 2026-08-30.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.