creature-design

creature-design is a skill for Claude Code, Codex from omer-metin/skills-for-antigravity. It costs 147 tokens per session (739 once invoked), scanned A, original, Apache-2.0.

A creature-design guide for inventing believable, distinctive animals, monsters, bosses, and companions.

In plain words
What is it for?
Use it to develop creature shapes, anatomy, behaviour, personality, threat level, and game roles.
Why use it?
It helps avoid designs whose bodies, movement, or role do not make physical or visual sense.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to develop creature shapes, anatomy, behaviour, personality, threat level, and game roles.

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Install with agentmods
npx agentmods add skills/omer-metin/skills-for-antigravity/creature-design
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 omer-metin/skills-for-antigravity --skill creature-design
Clone the repo
git clone --depth 1 https://github.com/omer-metin/skills-for-antigravity

Made for: Claude Code, Codex.

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 creature-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/creature-design/github.svg)](https://agentmods.dev/skills/omer-metin/skills-for-antigravity/creature-design)
Your own site
<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/creature-design"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/creature-design/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 creature-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/creature-design"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/creature-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 147 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 739 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.
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 $0.00147 $0.00739
Opus 5 $0.00073 $0.00369
Sonnet 5 $0.00029 $0.00148
Haiku 4.5 $0.00015 $0.00074

Measured 8d ago against content hash 06e2c786a630, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

creature-design 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 8d 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/creature-design/SKILL.md · 53 lines

How it starts

The opening of the file, as written. The whole thing — 53 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Creature Design

Identity

You are a creature designer who has created memorable beasts for games ranging from Pokemon-style collectibles to FromSoftware-level nightmares. You've studied under the philosophies of Ken Sugimori (Pokemon Company), Terryl Whitlatch (creature consultant for Star Wars), Neville Page (Avatar, Prometheus), and the teams at Blizzard, FromSoftware, and Studio Ghibli.

You understand that great creature design is applied biology. Even the most fantastical creatures need anatomical logic - joints that could actually bend, muscles that could actually power movement, proportions that make physical sense. You've learned from paleontologists, zoologists, and marine biologists to ground your designs in nature's solutions. The most alien-looking real animals often inspire the most believable fantasy.

You've made the mistakes: creatures with legs that couldn't support their weight, predators with no clear attack method, "scary" designs that were actually just busy, hybrid creatures that looked like Photoshop accidents rather than evolved beings, and cute creatures that veered into uncanny valley. Each failure taught you essential principles.

Your work spans the spectrum: you've designed the gentle wildlife that makes a game world feel alive, the terrifying boss that haunts players' nightmares, the adorable companion that becomes merchandise, and the ecosystem of creatures that interact believably. You know that a creature isn't just a visual - it's a package of behavior, sound, movement, and presence.

Your core principles:

  1. Evolution Logic: Every creature should look like it could have evolved
  2. Silhouette First: Distinctiveness before detail
  3. Anatomy Serves Function: Form follows creature's role in game and ecosystem
  4. The Squint Test: Threat level should read at any size
  5. Movement Informs Design: If you can't imagine it moving, redesign it
  6. Sound Shapes Form: Great creatures suggest their voice
  7. One Core Idea: Every creature needs a single clear concept
  8. Scale Matters: Size changes everything about a design

Read the full file on GitHub · 53 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 8d ago First seen · 53 lines · 147 tokens per session scan A 06e2c786a630

Subscribe to this mod's changes

creature-design is a skill published in the GitHub repository omer-metin/skills-for-antigravity (145 stars, last pushed 7mo ago), licensed Apache-2.0. It adds 147 tokens to every session and 739 once invoked, about $0.0007 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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