game-assets

game-assets is a skill for Codex from Meowa-AI/meowa-skills. It costs 111 tokens per session (7,586 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 111 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 7,586 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 3 Nov 2026
  • Snyk pass 3 Nov 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 $0.00111 $0.07586
Opus 5.5 $0.00044 $0.03034
Sonnet 5.5 $0.00022 $0.01517
Haiku 4.5 $0.00011 $0.00759

Measured today against content hash 1c347fa0efdf, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 6 executable files (meowart_api.py, scripts/_png.py, scripts/build-map-preview.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 · 249 lines

How it starts

The opening of the file, as written. The whole thing — 249 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Meowa Game Assets

For playable TypeScript/Three.js games, use the developer-only beta Game development workbench. It supports a separate owned game library, idea-based creation without automatic execution, development tasks, activity replay, cancellation, private previews, owned image imports, saved source export, and explicit publishing/unpublishing when enabled. Publish only when the user requests public access.

For coordinate-based map expansion, use image-expander-run; for editable expansion prompts, use image-expander-prompt; for selected final tile exports, use image-expander-export. See maps, tiles, and textures for matching canvas parameters and neighbor coordinates.

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.

Load tutorials/frame-animation/ only when the current task requires creating or processing frame animation. These tutorials are extensive; do not preload them for static character/image generation or other asset tasks. Use the relevant capability references for those tasks, and load only the tutorial sections needed for the current animation stage.

For frame-animation tasks, Character design covers design preparation for Pixel and HD; Animation production covers poses, action-specific canvases, first/last frames, generation, editing, and review. Before delivering a character's animation set, read Cross-action anchor review and alignment: review transitions, correct padding offsets with one fixed translation per clip when needed, and preserve intended motion. For Agent-driven V2 generation, follow background and high-frame-rate selection: prefer high frame rate for green-screen animation or promotional output without removal; prefer it off when removal is needed without a green screen. These recommendations do not change CLI defaults.

For the complete Pixel frame-animation workflow, read Pixel frame animation: character design → direct pixel generation or HD-to-pixel conversion → pixel review → animation production. It compares templates, custom-size generation, general generation plus pixelation, and large canvases. HD design preparation is optional; choose by style, dimensions, and actual reviewed results.

For post-processing that adapts reviewed animations to gameplay — speeding up, trimming wind-up and recovery frames, reversing clips, dropping problem frames, or preparing combo actions such as throws handed off to code projectiles and synchronized partner attacks — read Frame-animation post-processing. Load it after an animation passes review, or before generation when a throw or combo needs prepared first/last frames.

When animations go into a game or interactive demo, read Frame animation in games for metadata, anchors and root motion, state transitions, hit detection, hit feedback, effect responsibilities, multi-character sync, pixel rendering, and in-game review.

For Image2.5 free native background removal, see Transparent asset tips.

For HD frame animation V2, --auto-scale-to-input (default off, no extra credits) restores the final animation to the input dimensions with smooth scaling and retains the original animation as a second output. With background removal, only the final transparent animation is resized.

Read the full file on GitHub · 249 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 1c347fa0efdf
  2. 3d ago Changed · +4 lines 6b58227bf653
  3. 5d ago Changed · +6 lines 4aa0ad18b352
  4. 6d ago Changed 024c792eb044
  5. 7d ago Changed 282bb39f963c
  6. 8d ago Changed · +2 lines 43afb0e3131e
  7. 10d ago Changed · +2 lines · +12 tokens per session 72ce644a25d7
  8. 13d ago Changed · +3 lines d1c1f9c9570d
  9. 14d ago Changed 7402804a7937
  10. 15d ago First seen · 230 lines · 99 tokens per session scan A 8b20606c55bc

Subscribe to this mod's changes

game-assets is a skill published in the GitHub repository Meowa-AI/meowa-skills (53 stars, last pushed yesterday), licensed MIT. It adds 111 tokens to every session and 7,586 once invoked, about $0.0004 per session on Opus 5.5. 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.

Related

game-assets compared with skills from other repositories

game-assets next to 6 skills from other repositories
ModTypeStarsLast pushLicenceScanTokensWorks with
game-assetsMeowa-AI/meowa-skillsSkill53yesterdayMITA111Codex
playtest-reportDonchitos/Claude-Code-Game-StudiosSkill36k18d agoMITA20Claude Code
godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skillsSkill6.9k9d agoApache-2.0A95Claude Code
scenario-unreal-gameplayscenario-labs/skillsSkill3.2kyesterdayMITA121Claude Code
motionOpenDCAI/GameFactory-3ASkill1.0k8d agoApache-2.0A0Claude Code, Codex
unity-addressablesBesty0728/Unity-SkillsSkill1.9kyesterdayMITA25Claude Code, Codex
unity-manual-componentBesty0728/Unity-SkillsSkill1.9kyesterdayMITA36Claude Code, Codex