scene-to-level

scene-to-level is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 98 tokens per session (1,895 once invoked), scanned A, a copy of scene-to-level, MIT.

A coordinator that turns a single game-scene reference image, such as a screenshot or concept drawing, into a playable Godot scene. It routes visible parts through the appropriate asset, terrain, and scene-building steps.

In plain words
What is it for?
Starting a 2D level from concept art, including its terrain and objects, and producing a scene that can be played in Godot. It also identifies when a reference is 3D or UI-only and routes it accordingly.
Why use it?
It removes the need to plan and connect several separate art and scene-production tasks yourself. The result is a Godot scene assembled to resemble the reference.

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 Starting a 2D level from concept art, including its terrain and objects, and producing a scene that can be played in Godot. It also identifies when a reference is 3D or UI-only and routes it accordingly.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/scene-to-level
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 scene-to-level
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 scene-to-level

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/scene-to-level"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/scene-to-level.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 98 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,895 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 91% 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 $0.00098 $0.01895
Opus 5 $0.00049 $0.00948
Sonnet 5 $0.00020 $0.00379
Haiku 4.5 $0.00010 $0.00189

Measured 11d ago against content hash d29af6e2928e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

scene-to-level 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.

Origin

This is a copy

91% identical to scene-to-level — 60 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/level-design/scene-to-level/SKILL.md · 126 lines

How it starts

The opening of the file, as written. The whole thing — 126 lines — stays where its author put it; the contents beside it link to each section on GitHub.

scene-to-level — From a reference image to a playable scene

This is the orchestrator skill. It doesn't generate art, doesn't slice sheets, doesn't write game code — it routes the user through the chain of skills that do, and stitches their outputs together into a placeable Godot scene.

Use it when the user shows you a screenshot or concept image and says "build this." The output is a .tscn you can hit play on, populated with assets that match the reference's style.

The pipeline (decision tree)

1. Read the reference image (vision).
   └── What kind of scene is it?
        ├─ 2D top-down / isometric / side-scroller
        │   └── route to TERRAIN + 2D ASSETS path
        ├─ 3D third-person / first-person
        │   └── route to 3D ASSETS path (out of scope for this skill —
        │       use onyx:3d-assets/ subskills directly)
        └─ UI-only screen (menu, HUD)
            └── route to UI ASSETS path (just plan-asset-pack)

2. For each visible element, route to the right sub-pipeline:

   TERRAIN  → onyx:2d-assets/tileable-texture
              (auto-tiling Wang / 47-tile sheet; CURRENTLY a placeholder
              that generates a single tile — full auto-tile work is
              tracked in publicOnyxEngine/Docs/assetCreation/
              TERRAIN_AUTOTILE_IDEA.md and not yet built)

   PROPS / DECOR / LIGHTING / NATURE / WATER / BUILDINGS / UI / VFX
       ── If user has time for individual generation, prefer:
       │   onyx:2d-assets/create-asset-sheet (Plan + Generate Pack
       │   mode at /studio/plan-asset-pack — higher quality, each asset
       │   gets full model attention)
       └── If user wants fast / exploratory:
           onyx:2d-assets/create-asset-sheet (Slice from a sheet at
           /studio/create-tileset — one sheet, autoslice, cheaper)

   CHARACTERS → onyx:2d-assets/character-portrait first for the static
                frame, then onyx:2d-assets/sprite-sheet for animation

3. Once assets exist, USE-WIDGET-ASSET on any UI / panel / bar /
   toggle pack files to wire them as NinePatchRect / TextureProgressBar
   / etc. (see onyx:2d-assets/use-widget-asset)

4. Compose the scene:
   - onyx_create_scene with a Node2D / Control root depending on the
     scene type
   - Add a TileMap node for terrain; assign the generated tileset
     resource
   - Place props as Sprite2D / TextureRect children, positioned to
     match the reference's composition
   - Wire UI as Control nodes anchored to the viewport

5. Validate:
   - onyx_get_script_errors
   - onyx_play (the user takes over from here)

Read the full file on GitHub · 126 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 · 126 lines · 98 tokens per session scan A d29af6e2928e

Subscribe to this mod's changes

scene-to-level is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 98 tokens to every session and 1,895 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. It is 91% identical to scene-to-level, differing in 60 lines, and is treated as a copy.

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