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/striderza/opencodegamestudios/art-biblenpx skills add striderZA/OpenCodeGameStudios --skill art-biblegit clone --depth 1 https://github.com/striderZA/OpenCodeGameStudiosWrote 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/striderza/opencodegamestudios/art-bible)<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/art-bible"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/art-bible.svg" alt="Measured on agentmods" 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 | $0.00049 | $0.05668 |
| Opus 5 | $0.00024 | $0.02834 |
| Sonnet 5 | $0.00010 | $0.01134 |
| Haiku 4.5 | $0.00005 | $0.00567 |
Grade A, and why
art-bible 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.
This is a copy
86% identical to art-bible — 266 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 — 488 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Phase 0: Parse Arguments and Context Check
Resolve the review mode (once, store for all gate spawns this run):
- If
--review [full|lean|solo]was passed → use that - Else read
production/review-mode.txt→ use that value - Else → default to
lean
See docs/framework/director-gates.md for the full check pattern.
Read design/gdd/game-concept.md. If it does not exist, fail with:
"No game concept found. Run
/concept-brainstormfirst — the art bible is authored after the game concept is approved."
Extract from game-concept.md:
- Game title (working title)
- Core fantasy and elevator pitch
- Game pillars (all of them)
- Visual Identity Anchor section if present (from brainstorm Phase 4 art-director output)
- Target platform (if noted)
Retrofit mode detection: Glob design/art/art-bible.md. If the file exists:
- Read it in full
- For each of the 9 sections, check whether the body contains real content (more than a
[To be designed]placeholder or similar) vs. is empty/placeholder - Build a section status table:
Section | Status
--------|--------
1. Visual Identity Statement | [Complete / Empty / Placeholder]
2. Color Palette | ...
3. Lighting & Atmosphere | ...
4. Character Art Direction | ...
5. Environment & Level Art | ...
6. UI Visual Language | ...
7. VFX & Particle Style | ...
8. Asset Standards | ...
9. Style Prohibitions | ...
- Present this table to the user:
"Found existing art bible at
design/art/art-bible.md. [N] sections are complete, [M] need content. I'll work on the incomplete sections only — existing content will not be touched." - Only work on sections with Status: Empty or Placeholder. Do not re-author sections that are already complete.
If the file does not exist, this is a fresh authoring session — proceed normally.
Read docs/framework/technical-preferences.md if it exists — extract performance budgets and engine for asset standard constraints.
Phase 1: Framing
Present the session context and ask two questions before authoring anything:
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 · 488 lines · 49 tokens per session scan A 2021b757e407
art-bible is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (83 stars, last pushed 24d ago), licensed MIT. It adds 49 tokens to every session and 5,668 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 86% identical to art-bible, differing in 266 lines, and is treated as a copy.
Other skills, from other repositories
generated-raster-asset-pipeline
Define acceptance, validation, and runtime integration rules for raster assets generated with image models before they become real project content.
lighting-lod-pipeline
Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.
2d-animation-pipeline
Define authoring, import, and state machine rules for frame-by-frame and skeletal 2D animations.
sprite-pipeline
Define import, slicing, atlas packing, and naming rules for 2D sprite assets.
ui-animation-pipeline
Define transition, feedback, and state-driven animation rules for UI elements.
tilemap-pipeline
Define tileset creation, auto-tile rules, collision shapes, and tilemap configuration for 2D levels.