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 agentmods add skills/phuonghx/aim-cli/game-artnpx skills add phuonghx/aim-cli --skill game-artgit clone --depth 1 https://github.com/phuonghx/aim-cliWhat 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 | $0.00093 | $0.01519 |
| Opus 5 | $0.00046 | $0.00759 |
| Sonnet 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 yesterday.
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.
- yesterday 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 2mo ago), licensed MIT. It adds 93 tokens to every session and 1,519 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.
Other skills, from other repositories
motion-system
Define motion tokens — durations, easing vocabulary, and reduced-motion handling — for consistency product-wide. Use when standardising motion across a system. For crafting one specific animation, use animation-principles (interaction-design).
icon-system
Specify an icon system — grid, sizing, stroke weight, naming, categories, and implementation. Use when standardising iconography. For broader illustration, use illustration-style (ui-design).
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Hugging Face Inference SDK patterns for TypeScript/Node.js — InferenceClient setup, chat completion, text generation, streaming, embeddings, image generation, audio transcription, translation, summarization, and Inference Endpoints.
ai-infrastructure-together-ai
Together AI SDK patterns for TypeScript — client setup, chat completions, streaming, structured output, function calling, embeddings, image generation, fine-tuning, and OpenAI-compatible endpoints.
ai-provider-elevenlabs
ElevenLabs voice AI SDK patterns for TypeScript/Node.js -- text-to-speech, streaming, voice cloning, speech-to-speech, pronunciation control, and conversational AI.