game-asset-pipeline

game-asset-pipeline is a skill for Claude Code, Codex from metaspartan/cybara. It costs 51 tokens per session (379 once invoked), scanned A, original, MIT.

A workflow guide for preparing and importing game models, textures, materials, rigs, animations, audio, collision, and level assets.

In plain words
What is it for?
Use it to define asset formats and import settings, optimize runtime files, preserve editable sources, and validate assets after reimporting.
Why use it?
It helps prevent broken imports, inconsistent scale or orientation, unnecessary build size, and asset problems that appear only in the game engine.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to define asset formats and import settings, optimize runtime files, preserve editable sources, and validate assets after reimporting.

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Install with agentmods
npx agentmods add skills/metaspartan/cybara/game-asset-pipeline
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 metaspartan/cybara --skill game-asset-pipeline
Clone the repo
git clone --depth 1 https://github.com/metaspartan/cybara

Made for: Claude Code, 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-asset-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/metaspartan/cybara/game-asset-pipeline/github.svg)](https://agentmods.dev/skills/metaspartan/cybara/game-asset-pipeline)
Your own site
<a href="https://agentmods.dev/skills/metaspartan/cybara/game-asset-pipeline"><img src="https://agentmods.dev/badge/skills/metaspartan/cybara/game-asset-pipeline/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-asset-pipeline

Your own site · 80×15
<a href="https://agentmods.dev/skills/metaspartan/cybara/game-asset-pipeline"><img src="https://agentmods.dev/badge/skills/metaspartan/cybara/game-asset-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 51 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 379 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
  • 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 $0.00051 $0.00379
Opus 5 $0.00026 $0.00189
Sonnet 5 $0.00010 $0.00076
Haiku 4.5 $0.00005 $0.00038

Measured 9d ago against content hash 8ed88ea7b9b1, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

game-asset-pipeline 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 9d 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.

plugins/game-development/skills/game-asset-pipeline/SKILL.md · 37 lines

What it actually says

Game asset pipeline

Inspect the contract

Identify the source format, source-control policy, engine import settings, runtime format, units, axes, pivots, naming, material model, texture budgets, animation conventions, collision strategy, and target platforms.

Use the separate blender-mcp skill when Blender is connected and source scene edits are required.

Pipeline rules

  • Preserve editable source assets separately from optimized runtime output.
  • Keep units, orientation, pivots, skeleton naming, and animation root motion consistent.
  • Reuse materials and texture sets where practical.
  • Choose texture compression and resolution for the target platform and visible screen size.
  • Define collision proxies and levels of detail intentionally.
  • Keep importer settings reproducible and committed when the engine supports that.
  • Avoid lossy conversion chains and repeated re-encoding.
  • Do not text-edit binary asset files.

Verification

  1. Validate the source asset and export logs.
  2. Reimport through the engine's normal path from a clean state.
  3. Check missing references, scale, pivot, normals, tangents, UVs, materials, rig, animation, collision, and bounds.
  4. Inspect the asset in representative lighting and gameplay distance.
  5. Measure runtime memory, load time, draw calls, geometry, texture residency, and build-size impact.
  6. Exercise a packaged or exported build because editor previews can hide runtime import differences.

Completion criteria

Report source and runtime formats, importer changes, validation scene, target platform, visual evidence, before and after size or memory, and any destructive source conversion that was intentionally avoided.

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. 9d ago First seen · 37 lines · 51 tokens per session scan A 8ed88ea7b9b1

Subscribe to this mod's changes

game-asset-pipeline is a skill published in the GitHub repository metaspartan/cybara (30 stars, last pushed today), licensed MIT. It adds 51 tokens to every session and 379 once invoked, about $0.0003 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 2026-09-03.