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 phuonghx/aim-cli --skill game-artgit clone --depth 1 https://github.com/phuonghx/aim-cliWrote 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/phuonghx/aim-cli/game-art)<a href="https://agentmods.dev/skills/phuonghx/aim-cli/game-art"><img src="https://agentmods.dev/badge/skills/phuonghx/aim-cli/game-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.
<a href="https://agentmods.dev/skills/phuonghx/aim-cli/game-art"><img src="https://agentmods.dev/badge/skills/phuonghx/aim-cli/game-art.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 | $0.00093 | $0.01519 |
| Opus 5.5 | $0.00037 | $0.00608 |
| Sonnet 5.5 | $0.00019 | $0.00304 |
| Haiku 4.5 | $0.00009 | $0.00152 |
Grade A, and why
game-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 1mo 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.
How it starts
The opening of the file, as written. The whole thing — 154 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Art Direction
A working reference for deciding how a game should look and how its art gets made. Treat visual choices as gameplay decisions, not just aesthetics.
Choosing a Style
Start from the emotion you want the player to feel, then let that point you at a technique.
| If you want the player to feel... | Lean toward | Why |
|---|---|---|
| Nostalgia, retro charm | Pixel art, or vector/flat hand-drawn line work | Limited palettes and chunky pixels signal "classic" instantly |
| Grounded realism, full immersion | PBR 3D (big budget) or hand-painted textures (stylized realism) | Physically based shading sells believability; painted textures fake it cheaper |
| Warmth, easy approachability | Flat/minimalist clean shapes, or soft gradient shading | Simple forms and gentle shadows read as friendly and low-pressure |
| Something nobody has seen | A bespoke style guide | Novelty needs rules written down so a team can reproduce it |
Trade-offs at a glance
Speed = how fast assets ship. Floor = how skilled an artist must be. Hiring = how easy it is to staff up.
| Technique | Speed | Skill floor | Hiring | Sweet spot |
|---|---|---|---|---|
| Pixel art | Moderate | Moderate | Tough | Indie & throwback titles |
| Vector / flat | Quick | Low | Easy | Mobile, casual |
| Hand-painted | Slow | High | Moderate | Fantasy, stylized worlds |
| PBR 3D | Slow | High | Needs full pipeline | Photoreal projects |
| Low-poly | Quick | Moderate | Easy | Small-team 3D |
| Cel-shaded | Moderate | Moderate | Moderate | Anime / cartoon looks |
Asset Pipelines
Each stage feeds the next. Pick tools per stage; the output is what matters for handoff.
2D flow
- Concept — sketch on paper, Procreate, or Photoshop → a reference sheet
- Authoring — Aseprite, Krita, Photoshop → finished sprites
- Packing — TexturePacker → a single atlas/spritesheet
- Motion — Spine or DragonBones (skeletal) or frame-by-frame → animation data
- Import — bring it into the engine as game-ready content
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.
- 1mo ago First seen · 154 lines · 93 tokens per session scan A 2d68871cf03e
game-art is a skill published in the GitHub repository phuonghx/aim-cli (1 stars, last pushed 3mo ago), licensed MIT. It adds 93 tokens to every session and 1,519 once invoked, about $0.0004 per session on Opus 5.5. 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.
Other skills, from other repositories
design-critique
Use this skill to audit an interface that already exists and say precisely why it looks generated, templated, or unfinished — a scored rubric across composition, typography, color, states, accessibility and copy, ending in a ranked fix list. Triggers: user says "review the design", "critique this UI", "why does this…
design-craft
Design or substantially improve user-facing interfaces with a product-specific visual direction, content hierarchy, and rendered critique. Use for new screens, landing pages, redesigns, typography/layout work, or UI that feels generic or AI-generated. For small fixes, preserve the existing design without starting a…
pptx
Author and design high-impact PowerPoint presentations (.pptx) with modern 16:9 layouts, strong typographic hierarchy, visual cards, and zero wall-of-bullet-point slides. Use when creating pitch decks, technical briefings, executive presentations, or keynote slide decks.
theme-factory
Apply curated, professional font pairings, chromatic palettes, and design themes to slide decks, web artifacts, landing pages, and documentation. Use when establishing a distinct visual identity, selecting cohesive color palettes, or applying thematic styling across user-facing artifacts.
conversational-ux
Design voice and conversational interfaces — dialog flows, error recovery, and persona. Use when the interface speaks and listens rather than being tapped. For graphical input collection, use form-design.
platform-conventions
Design to iOS and Android conventions — what each OS mandates, where they diverge, and when to unify. Use when shipping native apps. For breakpoint adaptation use responsive-design; for matching competitor patterns use jakobs-law (interaction-design).