concept-art

concept-art is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 89 tokens per session (2,280 once invoked), scanned A, a copy of concept-art, MIT.

A skill for exploring art direction through three or four rough visual variants of the same character, environment, or prop.

In plain words
What is it for?
Use it for early concept exploration, such as trying several looks for a character, game environment, or prop. It is not intended to produce one polished final image.
Why use it?
It helps a team compare different styles, palettes, moods, or compositions before choosing a final direction.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: 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 for early concept exploration, such as trying several looks for a character, game environment, or prop. It is not intended to produce one polished final image.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/concept-art
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 concept-art
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 concept-art

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/concept-art"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/concept-art.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 89 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,280 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 86% copy Near-identical to another mod 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 $0.00089 $0.02280
Opus 5 $0.00044 $0.01140
Sonnet 5 $0.00018 $0.00456
Haiku 4.5 $0.00009 $0.00228

Measured 10d ago against content hash cb637ab40257, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

concept-art 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.

Origin

This is a copy

86% identical to concept-art — 61 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.

skills/2d-assets/concept-art/SKILL.md · 153 lines

How it starts

The opening of the file, as written. The whole thing — 153 lines — stays where its author put it; the contents beside it link to each section on GitHub.

concept-art — Batch-of-Variants for Art Direction

This skill produces 3-4 rough concept images of the same subject under different stylistic interpretations. The goal is not the final asset — the goal is to give the user something visual to react to so they can lock a direction. Variants are deliberately divergent (different palette, mood, framing, era) so the user has real choices, not four near-identical takes.

If the user wants ONE polished image (a dialogue portrait, a hero card), this is the wrong skill — route to onyx:2d-assets/character-portrait. The onyx:asset-pipeline/asset-strategy meta-router uses the disambiguation phrase "Quick check — exploring the look (3-4 variants for art direction) or generating a final character portrait for dialogue UI?" to send users to one of the two. If you arrived here without that question being asked, ask it before generating.

When to use

  • "I'm not sure what this character should look like — give me some options."
  • "Show me 3-4 directions for the witch."
  • "I want a mood board for the swamp level."
  • Early-project art direction, before the GameSoul.md visual style is locked.
  • The user describes a vibe ("dark fantasy", "Ghibli-esque", "Mobius") and wants to see it rendered.

When NOT to use

  • The user wants a single locked portrait for a dialogue UI → onyx:2d-assets/character-portrait.
  • The user wants pixel art specifically → onyx:2d-assets/pixel-art.
  • The user wants a UI icon or HUD element → onyx:2d-assets/ui-graphics.
  • The user wants a tileable wall/floor texture → onyx:2d-assets/tileable-texture.
  • The user wants an image-to-3D reference → onyx:asset-pipeline/asset-strategy (the 3D pipeline has its own prompt suffix).

Steps

1. Confirm exploration vs final

Before generating, ask once:

Quick check — exploring the look (3-4 variants for art direction) or generating a final character portrait for dialogue UI?

If "final" → hand off to onyx:2d-assets/character-portrait. If "explore" → continue.

Read the full file on GitHub · 153 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. 10d ago First seen · 153 lines · 89 tokens per session scan A cb637ab40257

Subscribe to this mod's changes

concept-art is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 89 tokens to every session and 2,280 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 86% identical to concept-art, differing in 61 lines, and is treated as a copy.

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