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 MRCalderon3D/everything-game-dev-code --skill 2d-animation-pipelinegit clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-codeWrote 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/mrcalderon3d/everything-game-dev-code/2d-animation-pipeline)<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/2d-animation-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/2d-animation-pipeline.svg" alt="Measured on agentmods" 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 | $0.00027 | $0.00544 |
| Opus 5 | $0.00014 | $0.00272 |
| Sonnet 5 | $0.00005 | $0.00109 |
| Haiku 4.5 | $0.00003 | $0.00054 |
Grade A, and why
2d-animation-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 3d 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 — 67 lines — stays where its author put it; the contents beside it link to each section on GitHub.
2D Animation Pipeline
Purpose
Define authoring, import, and state machine rules for 2D animations so they play correctly, transition cleanly, and stay within performance budgets.
Use When
- the project uses frame-by-frame sprite animations or skeletal 2D animations
- animation state machines need standardization across characters or entities
- new animated entities are being added and need to follow project conventions
- placeholder animations are being replaced with final art
Inputs
- art bible or visual direction for animation style
- animation list per entity (idle, run, jump, attack, death, etc.)
- frame rate and loop settings per animation type
- skeletal rig requirements (if using Spine, DragonBones, or engine-native skeletal 2D)
Process
- define animation naming convention and folder structure per entity
- set frame rate, loop mode, and blend settings per animation type
- establish sprite sheet layout for frame-by-frame or export rules for skeletal rigs
- configure animation state machine transitions and parameters
- validate animation playback, transition smoothness, and memory footprint
Outputs
- animation naming and folder convention
- frame rate and loop settings per animation type
- state machine transition map (states, parameters, conditions)
- validation checklist for new animation submissions
Quality Bar
- every animation follows naming convention and lives in the correct folder
- frame rate is consistent within each animation type — no mixed rates
- state machine transitions are complete — no missing states or dead ends
- animation memory footprint stays within the platform budget
Common Failure Modes
- inconsistent frame rates that cause jitter or timing mismatches
- missing state machine transitions that leave entities stuck in a state
- oversized sprite sheets that waste memory on unused frames
- skeletal rigs with incompatible bone counts or naming across entities
Related Agents
- 2d-artist
- animation-programmer
- technical-artist
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.
- 3d ago First seen · 67 lines · 27 tokens per session scan A 8825ce6cbadc
2d-animation-pipeline is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (81 stars, last pushed 17d ago), licensed MIT. It adds 27 tokens to every session and 544 once invoked, about $0.0001 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.
Other skills, from other repositories
art-generate
Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists.
help
Analyzes what is done and the users query and offers advice on what to do next. Use if user says what should I do next or what do I do now or I'm stuck or I don't know what to do.
asset-audit
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
balance-check
Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.
hybrid-prototype
Fast-lane prototype skill for the hybrid workflow. Builds a playable prototype in 2-3 days with minimal process overhead. Designed for discovery phase.
cgs-architecture-review
Use for architecture review tasks that review architecture for layer violations, scalability risks, engine misuse, testing seams, and production readiness; produce verification evidence, changed or proposed files, and handoff boundaries.