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 pixel-artgit 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/pixel-art)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/pixel-art"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/pixel-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.
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/pixel-art"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/pixel-art.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 | $0.00083 | $0.03171 |
| Opus 5 | $0.00042 | $0.01586 |
| Sonnet 5 | $0.00017 | $0.00634 |
| Haiku 4.5 | $0.00008 | $0.00317 |
Grade A, and why
pixel-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 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.
How it starts
The opening of the file, as written. The whole thing — 197 lines — stays where its author put it; the contents beside it link to each section on GitHub.
pixel-art — Pixel-Perfect Sprites and Tiles
This skill generates pixel-art assets — sprites, items, tiles, icons, portraits — at a target resolution (32×32, 64×64, 128×128, etc.). Pixel art has hard constraints (grid alignment, limited palette, no anti-aliased edges) that diffusion models violate by default. This skill encodes the prompt patterns and post-processing discipline that makes the output actually look like pixel art and not "blurry small image."
Backing tool: summer_generate_image with an explicit pixel-art prompt.
Two things about that tool you have to know before writing a call, because both silently do nothing:
- There is no
"pixel"style preset.styleaccepts exactlyrealistic,cartoon,anime,none; anything else is coerced tonone. Onlycartoonandanimedo anything at all (they append a short suffix);realisticandnoneappend nothing. Sostyle: "pixel"is identical tostyle: "none"— the pixel look has to come entirely from the prompt. Usestyle: "none"and say so honestly. optionsis not a general passthrough. The MCP tool forwardsoptionsto the server, which only recognizes Nano Banana provider keys:seed,outputFormat,safetyTolerance,syncMode,systemPrompt,limitGenerations,thinkingLevel.image_sizeandnegative_promptare not among them and are dropped without an error. There is no size or aspect-ratio argument on this tool at all — MCP images come back at the server's 1:1 default. Put framing and exclusions in the prompt text instead.
Pixel-perfect output is enforced in Summer Engine with Nearest texture filtering and by downscaling to the target resolution after generation.
When to use
- "Generate a 32×32 sword icon for the inventory."
- "I need a pixel-art portrait of the merchant for the dialogue UI."
- "Make a 64×64 enemy sprite — a slime monster."
- "Generate a tileset for a grass / dirt / stone biome at 16×16 per tile."
- The game has a pixel-art aesthetic and the user wants assets in-style.
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 · 197 lines · 83 tokens per session scan A e6744461cd42
pixel-art is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 83 tokens to every session and 3,171 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.