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 generated-raster-asset-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/generated-raster-asset-pipeline)<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>- NVIDIA SkillSpector pass
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 | $0.00031 | $0.00846 |
| Opus 5 | $0.00015 | $0.00423 |
| Sonnet 5 | $0.00006 | $0.00169 |
| Haiku 4.5 | $0.00003 | $0.00085 |
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.
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, orfull-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
- classify each asset by runtime role: decorative background, sprite, projectile, pickup, UI skin, icon, or concept-only
- 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
- generate the candidate images
- 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
- move accepted outputs into the workspace with stable names and paths
- record the accepted assets in a
generated-assets.jsonmanifest next to the project or sample - integrate them in runtime with explicit display sizing and explicit body sizing where physics applies
- run
node scripts/validate-generated-assets.jsand the relevant art review command before treating the assets as accepted
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.
- 5d ago First seen · 88 lines · 31 tokens per session scan A 361798d25304
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.
Other skills, from other repositories
asset-gen
Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.
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.
cgs-art-bible
Use for art bible tasks that define visual identity, shape language, palette, camera, animation, UI style, and asset constraints; produce verification evidence, changed or proposed files, and handoff boundaries.
cgs-team-audio
Use for team audio tasks that coordinate audio design, implementation, asset readiness, mix targets, and QA for audio work; produce verification evidence, changed or proposed files, and handoff boundaries.
team-audio
Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.
team-narrative
Orchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design.