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 agentmods add skills/mrcalderon3d/everything-game-dev-code/sprite-pipelinenpx skills add MRCalderon3D/everything-game-dev-code --skill sprite-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/sprite-pipeline)<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/sprite-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/sprite-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 | $0.00022 | $0.00528 |
| Opus 5 | $0.00011 | $0.00264 |
| Sonnet 5 | $0.00004 | $0.00106 |
| Haiku 4.5 | $0.00002 | $0.00053 |
Grade A, and why
sprite-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 yesterday.
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.
Sprite Pipeline
Purpose
Define import, slicing, atlas packing, and naming rules for 2D sprite assets so they are consistent, performant, and replaceable across the project.
Use When
- the project uses 2D sprites as its primary visual representation
- sprite sheets or atlas configuration needs standardization
- placeholder sprites are being replaced with final art and naming or sizing must be validated
- new sprite assets are being added and need to follow project conventions
Inputs
- art bible or visual direction document
- target resolution and platform constraints
- sprite categories (characters, environment, UI, VFX, collectibles)
- atlas packing strategy (per-category, per-scene, global)
Process
- define sprite categories, naming convention, and folder structure
- set resolution, pixel density, and import settings per category
- establish sprite sheet layout rules (grid size, padding, pivot points)
- configure atlas packing groups and max atlas size per platform
- validate that sprites match the art bible and meet runtime budgets
Outputs
- sprite naming and folder convention document
- import settings template per sprite category
- atlas packing configuration
- validation checklist for new sprite submissions
Quality Bar
- every sprite follows the naming convention and lives in the correct folder
- import settings are applied consistently — no manual per-asset overrides
- atlas packing does not exceed platform memory budget
- pivot points and slice boundaries are correct for gameplay use
Common Failure Modes
- inconsistent naming that breaks asset lookup at runtime
- oversized sprites that waste atlas space or exceed texture memory
- missing padding between atlas entries causing bleed artifacts
- pivot points that cause visual offset during gameplay
Related Agents
- 2d-artist
- technical-artist
- performance-reviewer
Related Commands
- art-2d-pass
- unity-placeholders
- perf-budget
Related Skills
- generated-raster-asset-pipeline
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.
- yesterday First seen · 67 lines · 22 tokens per session scan A ada33d67b9d3
sprite-pipeline is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (80 stars, last pushed 15d ago), licensed MIT. It adds 22 tokens to every session and 528 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.
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