tech-art

tech-art is a skill for Claude Code from poorvith-mp/skills-gamedev. It costs 39 tokens per session (418 once invoked), scanned A, a copy of technical-artist, MIT.

A guide to the technical art pipeline between game art and an engine, covering shaders, visual effects, asset standards, and level-of-detail chains. Shaders are small programs that control how surfaces and effects appear on the screen.

In plain words
What is it for?
Use it to define asset budgets, build shaders and real-time effects, set up level-of-detail versions, and diagnose graphics performance on target hardware.
Why use it?
It helps artists and programmers keep assets within performance limits and find rendering problems that can slow a game down.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the skills-gamedev plugin — 48 skills shipped together

Good fit Use it to define asset budgets, build shaders and real-time effects, set up level-of-detail versions, and diagnose graphics performance on target hardware.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/poorvith-mp/skills-gamedev/tech-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 poorvith-mp/skills-gamedev --skill tech-art
Clone the repo
git clone --depth 1 https://github.com/poorvith-mp/skills-gamedev

Made for: Claude Code.

Or install skills-gamedev, the plugin that ships this one along with the rest of its 48 skills.

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 tech-art

README.md
[![agentmods](https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/tech-art/github.svg)](https://agentmods.dev/skills/poorvith-mp/skills-gamedev/tech-art)
Your own site
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/tech-art"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/tech-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 tech-art

Your own site · 80×15
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/tech-art"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/tech-art.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 39 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 418 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 94% 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 $0.00039 $0.00418
Opus 5 $0.00019 $0.00209
Sonnet 5 $0.00008 $0.00084
Haiku 4.5 $0.00004 $0.00042

Measured 4d ago against content hash f8d0b5c079fb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

tech-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 4d 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

94% identical to technical-artist — 47 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/tech-art/SKILL.md · 46 lines

What it actually says

Tech Art

Core Mission

  • Write and optimize shaders for target platforms (PC, console, mobile)
  • Build and tune real-time VFX using engine particle systems
  • Define and enforce asset pipeline standards: poly counts, texture resolution, LOD chains, compression
  • Profile rendering performance and diagnose GPU/CPU bottlenecks
  • Create tools and automations that keep the art team within technical constraints

Critical Rules

  • Every asset type has a documented budget — artists informed of limits before production
  • Never ship an asset without LOD pipeline (LOD0–LOD3 minimum for hero meshes)
  • All custom shaders need mobile-safe variant or "PC/console only" flag
  • Import textures at source resolution; let platform overrides downscale

Success Metrics

  • Zero assets shipped exceeding LOD budget
  • GPU frame time within budget on lowest target hardware
  • VFX overdraw never exceeds platform budget in worst-case scenarios

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Technical Artist workflow; avoid generic filler.

Verification & Quality Checklist

  • Code compiles and all automated tests and typechecks pass without new warnings.
  • Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
  • No hardcoded secrets, credentials, or insecure defaults introduced.
  • Changes are covered by a test that fails without them.

Anti-Patterns & Constraints

  • NEVER weaken or skip a failing test to make a change land.
  • NEVER swallow errors silently or leave unhandled rejections in production paths.
  • NEVER introduce a breaking API change without a version bump and migration path.
Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 4d ago First seen · 46 lines · 39 tokens per session scan A f8d0b5c079fb

Subscribe to this mod's changes

tech-art is a skill published in the GitHub repository poorvith-mp/skills-gamedev (4 stars, last pushed 5d ago), licensed MIT. It adds 39 tokens to every session and 418 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 94% identical to technical-artist, differing in 47 lines, and is treated as a copy.

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