cinematic-cutscene

cinematic-cutscene is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 105 tokens per session (3,522 once invoked), scanned A, original, MIT.

A guide for creating short, non-interactive video scenes that a game plays at a fixed story moment, such as an opening, character introduction, or ending.

In plain words
What is it for?
Use it to create narrative cutscenes, add generated dialogue or voice-over, and connect the result to a game's video player with fades.
Why use it?
It helps keep characters and visual style consistent across shots. It also limits shot length to reduce changes in identity, hands, and movement.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: positional $N argument; mentions Claude Code; mentions Codex.

Part of the onyx plugin — 77 skills, 1 command, 2 hooks, 1 MCP server shipped together

Good fit Use it to create narrative cutscenes, add generated dialogue or voice-over, and connect the result to a game's video player with fades.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/cinematic-cutscene
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 ouzlifaneyassine1-dot/onyx-engine --skill cinematic-cutscene
Clone the repo
git clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engine

Made for: Claude Code.

Or install onyx, the plugin that ships this one along with the rest of its 77 skills, 1 command, 2 hooks, 1 MCP server.

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 cinematic-cutscene

README.md
[![agentmods](https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/cinematic-cutscene/github.svg)](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/cinematic-cutscene)
Your own site
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/cinematic-cutscene"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/cinematic-cutscene/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 cinematic-cutscene

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/cinematic-cutscene"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/cinematic-cutscene.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 105 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,522 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 $0.00105 $0.03522
Opus 5 $0.00053 $0.01761
Sonnet 5 $0.00021 $0.00704
Haiku 4.5 $0.00011 $0.00352

Measured 11d ago against content hash ab877d14ae11, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

cinematic-cutscene 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 11d 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/video/cinematic-cutscene/SKILL.md · 205 lines

How it starts

The opening of the file, as written. The whole thing — 205 lines — stays where its author put it; the contents beside it link to each section on GitHub.

cinematic-cutscene — Locked-Look Story Beat in 5-10 Seconds

A cutscene is a non-interactive video clip the game plays back at a fixed moment — opening, story beat, character intro, ending. Quality is dominated by two things: continuity (the character on screen looks like the character in the game) and shot length (every clip past 10s drifts in identity, hands, and physics). This skill enforces both — generate a reference image first to lock the look, then image-to-video each shot, then chain shots in sequence rather than asking the model for one long take.

If the user wants 5 seconds of marketing footage, that's video/trailer-shot. If they want a 3-second seamless background loop, that's video/animated-loop. This skill is for narrative beats with a defined start, middle, and end — usually with dialogue or VO.

When to use

  • "Generate the opening cinematic for the game."
  • "I need a cutscene where the witch turns to the player and warns them about the curse."
  • "Make a 10-second character intro for the boss."
  • "Add an ending sequence after the player defeats the dragon."
  • "Cinematic where the village burns and the protagonist runs."
  • The user has a defined moment with story content — not a vibe loop, not a marketing splash.

When NOT to use

  • "5-second slow-mo combat shot for the trailer" — video/trailer-shot.
  • "Looping splash screen background" — video/animated-loop.
  • "Animated logo backdrop on the title screen" — video/animated-loop.
  • Real-time in-engine cinematic with the actual gameplay characters and camera — that's a Godot AnimationPlayer / Timeline job, not generated video. Route to onyx:scene-composition.
  • Voice-only narration over a static image — generate the dialogue with onyx_generate_audio and use a static TextureRect, no video needed.

Steps

1. Read the soul file and any prior cutscenes

Read .onyx/GameSoul.md
onyx_search_assets(query="cutscene", filter={ kind: "video" })
onyx_search_assets(query="<character name> reference", filter={ kind: "image" })

Read the full file on GitHub · 205 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. 11d ago First seen · 205 lines · 105 tokens per session scan A ab877d14ae11

Subscribe to this mod's changes

cinematic-cutscene is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 105 tokens to every session and 3,522 once invoked, about $0.0005 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 2026-08-31.

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