game-assets

game-assets is a skill for Codex from Meowa-AI/meowa-skills. It costs 93 tokens per session (4,101 once invoked), scanned A, original, MIT.

Guidance for planning games and creating game assets such as sprites, props, user-interface sheets, textures, terrain, animations, audio, and music. It covers both pixel art and high-definition assets, plus variants and multi-view sets.

In plain words
What is it for?
Use it to plan game concepts and design documents or to create and prepare production-ready visual and audio assets. It also helps specify sprite sheets, animation sets, reusable atlases, and other asset packs.
Why use it?
It helps define exactly what an asset must contain before creating it, including dimensions, transparency, count, format, and deliverable structure. This reduces mismatches between generated assets and what the game needs.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to plan game concepts and design documents or to create and prepare production-ready visual and audio assets. It also helps specify sprite sheets, animation sets, reusable atlases, and other asset packs.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/meowa-ai/meowa-skills/game-assets
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 Meowa-AI/meowa-skills --skill game-assets
Clone the repo
git clone --depth 1 https://github.com/Meowa-AI/meowa-skills

Made for: Codex.

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 game-assets

README.md
[![agentmods](https://agentmods.dev/badge/skills/meowa-ai/meowa-skills/game-assets/github.svg)](https://agentmods.dev/skills/meowa-ai/meowa-skills/game-assets)
Your own site
<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.

agentmods 80×15 button for game-assets

Your own site · 80×15
<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>
Per session 93 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,101 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
  • Socket pass 11 Sept 2026
  • Snyk pass 11 Sept 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
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 $0.00093 $0.04101
Opus 5 $0.00046 $0.02050
Sonnet 5 $0.00019 $0.00820
Haiku 4.5 $0.00009 $0.00410

Measured today against content hash ecd6fcbb860e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

The scan reads SKILL.md. This mod also ships 4 executable files (meowart_api.py, scripts/build-map-preview.py, scripts/map-preview-server.py, …), 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.

skills/game-assets/SKILL.md · 155 lines

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.

Read the full file on GitHub · 155 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. today Changed · +2 lines ecd6fcbb860e
  2. yesterday Changed · +4 lines a8cec091ee00
  3. 2d ago Changed · +10 lines 0456e4c421f8
  4. 3d ago Changed · +7 lines bc5a645428c0
  5. 8d ago Changed d379aab06ccd
  6. 13d ago First seen · 132 lines · 93 tokens per session scan A 974ceb08c4b3

Subscribe to this mod's changes

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.

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