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 ouzlifaneyassine1-dot/onyx-engine --skill art-directiongit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote 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/ouzlifaneyassine1-dot/onyx-engine/art-direction)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/art-direction"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/art-direction/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.
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/art-direction"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/art-direction.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00073 | $0.03010 |
| Opus 5 | $0.00036 | $0.01505 |
| Sonnet 5 | $0.00015 | $0.00602 |
| Haiku 4.5 | $0.00007 | $0.00301 |
Grade A, and why
art-direction 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 10d 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.
This is a copy
88% identical to art-direction — 48 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 285 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/art-direction — Define the Visual Style
Overview
A consistent art direction is what makes a low-budget game look like a finished game. Most solo devs lose this fight by mixing styles — a toon-shaded character on a photoreal terrain, a pixel UI over a smooth 3D world. This skill builds an art bible the rest of the project obeys: references, palette, mood, lighting plan, post-processing, and a do/don't list. It writes to .onyx/art-bible.md — the file every rendering / shader / lighting / VFX skill reads later.
Core principle: Constraint produces style. A game with 15 colors total looks more intentional than a game with infinite-color textures. Pick the constraint, then defend it.
Steps
1. Open with references
Ask exactly this:
Two or three references — games, films, art books, anything visual. What's the vibe?
Don't suggest. Listen. References are the single most reliable signal of what they actually want. If they say one game, ask for one more — single-reference art bibles converge into a clone of that game.
If they freeze, offer 4 axes (not games):
Pick the one that feels right: a) painterly + warm + handcrafted (Sable, Tunic), b) crisp + saturated + toon (Hi-Fi Rush, Splatoon), c) dark + moody + grounded (Dishonored, Inside), d) lo-fi + nostalgic + crunchy (Dusk, Faith).
2. Read the brief if it exists
Read .onyx/GameSoul.md
Brief might say "horror" — that constrains palette and lighting. Brief might say "cozy" — that forbids harsh contrast. Quote it back:
Brief is "cozy farming sim". That rules out harsh shadows and saturated reds. Confirming.
3. Pin the rendering technique
This is the technique question, not the mood question. Force a choice:
| Technique | When | Pro | Con |
|---|---|---|---|
| Toon / cel-shaded | Stylized 3D, expressive characters | Forgiving on textures, ages well | Can feel generic without strong palette |
| PBR realistic | Grounded sim, horror, military | Lighting does the work | Asset cost is brutal solo |
| Lo-fi PS1 | Nostalgia, horror, indie cred | Tiny assets, fast iteration | Niche audience appeal |
| Flat / matte | Minimalist puzzle, casual | Cheapest to author | Limited mood range |
| Painterly (textured-shaded) | Story-led, fantasy | Distinctive | Requires consistent texture authoring |
| 2D pixel | Retro, platformer, RPG | Mature pipeline | Animation cost scales fast |
| 2D hand-drawn | Narrative, indie | Distinctive, expressive | Animation cost extreme |
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.
- 10d ago First seen · 285 lines · 73 tokens per session scan A 962c3bf746b3
art-direction is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 73 tokens to every session and 3,010 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 88% identical to art-direction, differing in 48 lines, and is treated as a copy.
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