generated-raster-asset-pipeline

generated-raster-asset-pipeline is a skill for Claude Code from MRCalderon3D/everything-game-dev-code. It costs 31 tokens per session (846 once invoked), scanned A, original, MIT.

A workflow for checking and integrating raster images such as PNG or WEBP sprites, interface skins, backgrounds, icons, and other images generated by image models.

In plain words
What is it for?
It helps define acceptance checks and runtime rules for generated images, including backgrounds, sprites, icons, naming, folders, and interaction or physics boundaries.
Why use it?
It catches problems with transparency, cropping, display size, readability, and collision areas before generated images become real game content.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: mentions Codex.

Part of the everything-game-dev-code plugin — 29 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers shipped together

Good fit It helps define acceptance checks and runtime rules for generated images, including backgrounds, sprites, icons, naming, folders, and interaction or physics boundaries.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/generated-raster-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 MRCalderon3D/everything-game-dev-code --skill generated-raster-asset-pipeline
Clone the repo
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code

Made for: Claude Code.

Or install everything-game-dev-code, the plugin that ships this one along with the rest of its 29 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers.

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 generated-raster-asset-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/generated-raster-asset-pipeline.svg)](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/generated-raster-asset-pipeline)
Your own site
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/generated-raster-asset-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/generated-raster-asset-pipeline.svg" alt="Measured on agentmods" height="20"></a>
Per session 31 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 846 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 $0.00031 $0.00846
Opus 5 $0.00015 $0.00423
Sonnet 5 $0.00006 $0.00169
Haiku 4.5 $0.00003 $0.00085

Measured 5d ago against content hash 361798d25304, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

generated-raster-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 5d 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.

skills/art-audio-content/generated-raster-asset-pipeline/SKILL.md · 88 lines

How it starts

The opening of the file, as written. The whole thing — 88 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Generated Raster Asset Pipeline

Purpose

Define acceptance, validation, and runtime integration rules for raster assets generated with image models so they are safe to adopt as real project content without breaking transparency, layout, readability, or gameplay collisions.

Use When

  • the harness's image-generation capability (e.g. Codex $imagegen) or another image model is used to create sprites, UI skins, backgrounds, icons, or source art
  • generated PNG or WEBP files are being imported into the workspace as real project assets
  • placeholder assets are being upgraded to generated raster art
  • runtime integration needs explicit display size, anchor, crop, or collision-envelope rules

Inputs

  • art bible or visual direction document
  • asset inventory with intended use for each generated asset
  • background policy per asset family (transparent, opaque, or full-bleed)
  • intended runtime display size per asset
  • intended physics or interaction envelope per asset where relevant
  • naming and folder conventions from the project pipeline

Process

  1. classify each asset by runtime role: decorative background, sprite, projectile, pickup, UI skin, icon, or concept-only
  2. define the acceptance contract before generation:
    • background policy
    • nominal canvas expectation
    • intended runtime display size
    • collision or interaction envelope if gameplay-relevant
    • anchor or pivot expectation
    • trim policy
  3. generate the candidate images
  4. review the candidates visually before import:
    • no baked checkerboard or mock transparency patterns
    • no accidental text or watermark
    • readable silhouette at target gameplay scale
    • composition matches the intended runtime usage
  5. move accepted outputs into the workspace with stable names and paths
  6. record the accepted assets in a generated-assets.json manifest next to the project or sample
  7. integrate them in runtime with explicit display sizing and explicit body sizing where physics applies
  8. run node scripts/validate-generated-assets.js and the relevant art review command before treating the assets as accepted

Read the full file on GitHub · 88 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. 5d ago First seen · 88 lines · 31 tokens per session scan A 361798d25304

Subscribe to this mod's changes

generated-raster-asset-pipeline is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (81 stars, last pushed 18d ago), licensed MIT. It adds 31 tokens to every session and 846 once invoked, about $0.0002 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.

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