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 SummerEngine/summer-engine-agent --skill art-directiongit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote 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/summerengine/summer-engine-agent/art-direction)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/art-direction"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/art-direction/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/summerengine/summer-engine-agent/art-direction"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/art-direction.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00072 | $0.02946 |
| Opus 5 | $0.00036 | $0.01473 |
| Sonnet 5 | $0.00014 | $0.00589 |
| Haiku 4.5 | $0.00007 | $0.00295 |
Grade A, and why
art-direction 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 9d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- art-direction — 88% identical, 48 lines differ
How it starts
The opening of the file, as written. The whole thing — 283 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/art-direction — Define the Visual Style
Overview
A consistent art direction is what makes a low-budget game look like a finished game. Most solo devs lose this fight by mixing styles — a toon-shaded character on a photoreal terrain, a pixel UI over a smooth 3D world. This skill builds an art bible the rest of the project obeys: references, palette, mood, lighting plan, post-processing, and a do/don't list. It writes to .summer/art-bible.md — the file every rendering / shader / lighting / VFX skill reads later.
Core principle: Constraint produces style. A game with 15 colors total looks more intentional than a game with infinite-color textures. Pick the constraint, then defend it.
Steps
1. Open with references
Ask exactly this:
Two or three references — games, films, art books, anything visual. What's the vibe?
Don't suggest. Listen. References are the single most reliable signal of what they actually want. If they say one game, ask for one more — single-reference art bibles converge into a clone of that game.
If they freeze, offer 4 axes (not games):
Pick the one that feels right: a) painterly + warm + handcrafted (Sable, Tunic), b) crisp + saturated + toon (Hi-Fi Rush, Splatoon), c) dark + moody + grounded (Dishonored, Inside), d) lo-fi + nostalgic + crunchy (Dusk, Faith).
2. Read the brief if it exists
Read .summer/GameSoul.md
Brief might say "horror" — that constrains palette and lighting. Brief might say "cozy" — that forbids harsh contrast. Quote it back:
Brief is "cozy farming sim". That rules out harsh shadows and saturated reds. Confirming.
3. Pin the rendering technique
This is the technique question, not the mood question. Force a choice:
| Technique | When | Pro | Con |
|---|---|---|---|
| Toon / cel-shaded | Stylized 3D, expressive characters | Forgiving on textures, ages well | Can feel generic without strong palette |
| PBR realistic | Grounded sim, horror, military | Lighting does the work | Asset cost is brutal solo |
| Lo-fi PS1 | Nostalgia, horror, indie cred | Tiny assets, fast iteration | Niche audience appeal |
| Flat / matte | Minimalist puzzle, casual | Cheapest to author | Limited mood range |
| Painterly (textured-shaded) | Story-led, fantasy | Distinctive | Requires consistent texture authoring |
| 2D pixel | Retro, platformer, RPG | Mature pipeline | Animation cost scales fast |
| 2D hand-drawn | Narrative, indie | Distinctive, expressive | Animation cost extreme |
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.
- 9d ago First seen · 283 lines · 72 tokens per session scan A d429092891a2
art-direction is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 72 tokens to every session and 2,946 once invoked, about $0.0004 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 2026-08-30.
Other skills, from other repositories
artist-self-evolve
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.
vibegame-edit
Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.
hearth-art
Give a Hearth game real art and sound — importing and slicing spritesheets, animations, procedural sprites and sounds, autonomous CC0 asset sourcing (Kenney, itch.io, OpenGameArt, Freesound, Google Fonts) with licensing rules, and pixel-art discipline (never stretch; read the art before using it). Use when the game…
asset-gen
Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.
screenshot-isolated
Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body…
screenshot-camera
Capture a screenshot from a Unity Camera and return it as a PNG image for direct LLM inspection. Falls back to Camera.main (then any active camera) when cameraRef is null. Width and height are capped to keep response size manageable.