ui-asset-pipeline

ui-asset-pipeline is a skill for Claude Code from MRCalderon3D/everything-game-dev-code. It costs 36 tokens per session (734 once invoked), scanned A, original, MIT.

A workflow for preparing visual interface assets such as buttons, panels, icons, and progress bars.

In plain words
What is it for?
It helps define UI asset naming, import settings, scalable 9-slice borders, texture atlases, and reusable themes.
Why use it?
It prevents interface elements from stretching badly, looking inconsistent across screen sizes, or requiring code changes when their appearance changes.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

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 UI asset naming, import settings, scalable 9-slice borders, texture atlases, and reusable themes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/ui-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 ui-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 ui-asset-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/ui-asset-pipeline/github.svg)](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/ui-asset-pipeline)
Your own site
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/ui-asset-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/ui-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 ui-asset-pipeline

Your own site · 80×15
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/ui-asset-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/ui-asset-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 36 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 734 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 $0.00036 $0.00734
Opus 5 $0.00018 $0.00367
Sonnet 5 $0.00007 $0.00147
Haiku 4.5 $0.00004 $0.00073

Measured 6d ago against content hash e835e9c8155d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

ui-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 6d 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/ui-asset-pipeline/SKILL.md · 74 lines

How it starts

The opening of the file, as written. The whole thing — 74 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UI Asset Pipeline

Purpose

Define import, 9-slice configuration, atlas packing, theming, and naming rules for UI visual assets so they scale correctly across resolutions, remain consistent with the visual theme, and are replaceable without code changes.

Use When

  • the project needs UI visual assets (buttons, panels, icons, progress bars, backgrounds)
  • placeholder UI rectangles are being replaced with styled assets
  • a UI theme or skin system needs standardization
  • new UI screens are being added and need visual assets that follow project conventions

Inputs

  • art bible or UI style guide (palette, typography, spacing, border radius)
  • target resolutions and aspect ratios
  • UI element inventory (buttons, panels, icons, bars, dividers, tooltips)
  • 9-slice requirements per element type
  • atlas packing strategy (single UI atlas vs per-screen)

Process

  1. define UI asset categories, naming convention, and folder structure
  2. set resolution, format, and import settings per category (sprites vs raw textures)
  3. establish 9-slice borders for scalable elements (buttons, panels, dialogs)
  4. configure UI atlas packing groups and max atlas size
  5. define theme structure (base palette, variant overrides, font pairing)
  6. validate that all UI assets render correctly at min and max supported resolutions

Outputs

  • UI asset naming and folder convention document
  • import settings template per UI asset category
  • 9-slice border specification per scalable element
  • UI atlas packing configuration
  • theme definition (palette, fonts, spacing, variants)
  • validation checklist for new UI asset submissions

Quality Bar

  • every UI asset follows the naming convention and lives in the correct folder
  • 9-slice borders are correct — no stretching artifacts at any supported resolution
  • UI atlas does not exceed platform texture memory budget
  • theme is applied consistently — no one-off color or font overrides in individual screens
  • all UI elements are legible at the smallest supported resolution

Read the full file on GitHub · 74 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. 6d ago First seen · 74 lines · 36 tokens per session scan A e835e9c8155d

Subscribe to this mod's changes

ui-asset-pipeline is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (81 stars, last pushed 20d ago), licensed MIT. It adds 36 tokens to every session and 734 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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