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 trailer-shotgit 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/trailer-shot)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/trailer-shot"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/trailer-shot/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/trailer-shot"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/trailer-shot.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 | $0.00086 | $0.03371 |
| Opus 5 | $0.00043 | $0.01685 |
| Sonnet 5 | $0.00017 | $0.00674 |
| Haiku 4.5 | $0.00009 | $0.00337 |
Grade A, and why
trailer-shot 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.
This is a copy
88% identical to trailer-shot — 59 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 — 204 lines — stays where its author put it; the contents beside it link to each section on GitHub.
trailer-shot — Loud, Confident, 5-10 Seconds of Punch
A trailer shot is not a cutscene and not a loop. It is a single, deliberately-composed beat designed to live inside an edit — Steam capsule video, social cut, pitch-deck reel, Discord teaser, Twitter promo. Every shot has to earn its slot in 5 seconds or less because viewer attention drops past that. This skill produces those shots one at a time, with strong composition references and trailer-grade prompting, then hands the user off to a non-linear editor (DaVinci Resolve, Premiere, CapCut) to chain them. Studio doesn't ship a video editor — generation is the part this skill owns; the cutting is yours.
If the user is generating a non-interactive narrative beat with dialogue, that's video/cinematic-cutscene. If they want a seamless background loop for a splash screen, that's video/animated-loop. This skill is for the punchy stuff — the kind of shot that ends up on the Steam page or in the first 10 seconds of a launch trailer.
When to use
- "Generate a slow-mo combat shot for the trailer."
- "I need a hero shot of the boss for the Steam capsule."
- "Dramatic establishing shot of the kingdom for the pitch deck."
- "Make a splash-screen video for the title menu."
- "Some B-roll of the swamp environment."
- "Money shot — wide low-angle of the dragon roaring at sunset."
When NOT to use
- Multi-shot story sequence with dialogue —
video/cinematic-cutscene. - Seamless looping background —
video/animated-loop. - Static marketing key art —
2d-assets/concept-artthen2d-assets/character-portrait. - Animated GIF of UI — that's a screen recording, not a generated video.
- A literal Steam trailer (the assembled cut) — generate the shots here, then take them to your NLE.
Steps
1. Pick the shot
Trailer shots fall into a small number of archetypes. Pick one before prompting:
| Archetype | Composition | When |
|---|---|---|
| Hero close-up | Tight on the protagonist or boss, low angle | Reveal a character |
| Slow-mo combat | Mid shot, time dilation, frozen impact | Action sells |
| Establishing wide | Wide landscape, slow dolly-in | Sell a world |
| Dolly-in on detail | Push toward a key prop or face | Build tension |
| Whip pan reveal | Fast pan, lands on a beat | Reveal a turn |
| Low-angle hero | Looking up at the subject, sky framing | Make the subject feel large |
| Splash card | Static composition, atmospheric motion only | Title cards, logos |
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.
- 8d ago First seen · 204 lines · 86 tokens per session scan A e4d78d3db347
trailer-shot is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 3mo ago), licensed MIT. It adds 86 tokens to every session and 3,371 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 trailer-shot, differing in 59 lines, and is treated as a copy.
Other skills, from other repositories
animated-loop
Use when generating a short looping video clip — splash screen background, animated logo backdrop, idle title-screen footage, looping environment ambience. Output must loop seamlessly and is wired as a VideoStreamPlayer with autoplay and loop set true. Trigger on "looping background", "splash loop", "title screen…
cinematic-cutscene
Use when generating a non-interactive cutscene clip — opening scene, story beat, character intro, ending. Locks the look with a reference image, image-to-videos a 5-10s shot, optionally adds TTS dialogue, and wires it as a VideoStreamPlayer that fades in/out. Trigger on "cutscene", "intro cinematic", "opening scene"…
trailer-shot
Use when generating marketing or trailer footage — slow-mo combat, dramatic establishing shots, hero beats, splash screens, pitch-deck B-roll. Optimizes for maximum visual punch in 5-10 seconds. Trigger on "trailer", "marketing footage", "Steam capsule video", "splash screen", "hero shot", "pitch deck clip", "promo…
frame-light-leak-cinema
Film light leaks, grain, 16:9 letterbox, and large serif type for cinematic openings or chapter cards.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
threejs-audio-generator
Generate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, UI sounds, impact/weapon/vehicle audio, creature and boss stingers, announcer and dialogue TTS, voice conversion from a scratch performance, voice cleanup, audio manifests, and Web Audio…