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 striderZA/OpenCodeGameStudios --skill asset-specgit 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/asset-spec)<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/asset-spec"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/asset-spec/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/striderza/opencodegamestudios/asset-spec"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/asset-spec.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 | $0.00054 | $0.03035 |
| Opus 5.5 | $0.00022 | $0.01214 |
| Sonnet 5.5 | $0.00011 | $0.00607 |
| Haiku 4.5 | $0.00005 | $0.00303 |
Grade A, and why
asset-spec 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.
This is a copy
89% identical to asset-spec — 202 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 — 265 lines — stays where its author put it; the contents beside it link to each section on GitHub.
If no argument is provided, check whether design/assets/asset-manifest.md exists:
- If it exists: read it, find the first context (system/level/character) with any asset at status "Needed" but no spec file written yet, and use
question:- Prompt: "The next unspecced context is [target]. Generate asset specs for it?"
- Options:
[A] Yes — spec [target]/[B] Pick a different target/[C] Stop here
- If no manifest: fail with:
"Usage:
/asset-spec system:<name>— e.g.,/asset-spec system:tower-defenseOr:/asset-spec level:iron-gate-fortress//asset-spec character:frost-wardenRun after your art bible and GDDs are approved."
Phase 0: Parse Arguments
Extract:
- Target type:
system,level, orcharacter - Target name: the name after the colon (normalize to kebab-case)
- Review mode:
--review [full|lean|solo]if present
Mode behavior:
full(default): spawn bothart-directorandtechnical-artistin parallellean: spawnart-directoronly — faster, skips technical constraint passsolo: no agent spawning — main session writes specs from art bible rules alone. Use for simple asset categories or when speed matters more than depth.
Phase 1: Gather Context
Read all source material before asking the user anything.
Required reads:
-
Art bible: Read
design/art/art-bible.md— fail if missing:"No art bible found. Run
/art-biblefirst — asset specs are anchored to the art bible's visual rules and asset standards." Extract: Visual Identity Statement, Color System (semantic colors), Shape Language, Asset Standards (Section 8 — dimensions, formats, polycount budgets, texture resolution tiers). -
Technical preferences: Read
docs/framework/technical-preferences.md— extract performance budgets and naming conventions.
Source doc reads (by target type):
- system: Read
design/gdd/[target-name].md. Extract the Visual/Audio Requirements section. If it doesn't exist or reads[To be designed]:"The Visual/Audio section of
design/gdd/[target-name].mdis empty. Either run/design-system [target-name]to complete the GDD, or describe the visual needs manually." Usequestion:[A] Describe needs manually/[B] Stop — complete the GDD first - level: Read
design/levels/[target-name].md. Extract art requirements, asset list, VFX needs, and the art-director's production concept specs from Step 4. - character: Read
design/narrative/characters/[target-name].mdor searchdesign/narrative/for the character profile. Extract visual description, role, and any specified distinguishing features.
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 · 265 lines · 54 tokens per session scan A 80ad1243ccb1
asset-spec is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (99 stars, last pushed 14d ago), licensed MIT. It adds 54 tokens to every session and 3,035 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 89% identical to asset-spec, differing in 202 lines, and is treated as a copy.
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design-system
Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file.
setup-engine
Configure the project's game engine and version. Pins the engine in OPENCODE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.
gate-check
Validate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts.
reverse-document
Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs.
estimate
Estimates task effort by analyzing complexity, dependencies, historical velocity, and risk factors. Produces a structured estimate with confidence levels.