artist-self-evolve

artist-self-evolve is a skill for Claude Code, Codex from tettethu/VibeGame. It costs 62 tokens per session (2,315 once invoked), scanned A, original, Apache-2.0.

A process for recording which art prompts and production rules worked well in a completed game project.

In plain words
What is it for?
Use it after a project finishes to document used assets, their prompts, layouts, and reusable art workflows for later games.
Why use it?
It prevents future projects from having to rediscover effective ways to create consistent game assets.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it after a project finishes to document used assets, their prompts, layouts, and reusable art workflows for later games.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/tettethu/vibegame/artist-self-evolve
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 tettethu/VibeGame --skill artist-self-evolve
Clone the repo
git clone --depth 1 https://github.com/tettethu/VibeGame

Made for: Claude Code, Codex.

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 artist-self-evolve

README.md
[![agentmods](https://agentmods.dev/badge/skills/tettethu/vibegame/artist-self-evolve/github.svg)](https://agentmods.dev/skills/tettethu/vibegame/artist-self-evolve)
Your own site
<a href="https://agentmods.dev/skills/tettethu/vibegame/artist-self-evolve"><img src="https://agentmods.dev/badge/skills/tettethu/vibegame/artist-self-evolve/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 artist-self-evolve

Your own site · 80×15
<a href="https://agentmods.dev/skills/tettethu/vibegame/artist-self-evolve"><img src="https://agentmods.dev/badge/skills/tettethu/vibegame/artist-self-evolve.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,315 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. Third-party audits
  • NVIDIA SkillSpector warn 7 Sept 2026
SkillSpector: 5 findings, up to high

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • high Rogue Agent · line 2
    Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.
    Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
  • high Rogue Agent · line 3
    Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.
    Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
  • high Rogue Agent · line 78
    Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.
    Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
  • high Rogue Agent · line 142
    Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.
    Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
  • high Rogue Agent · line 6
    Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.
    Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
How audits are shown
Origin original No closer match found 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 $0.00062 $0.02315
Opus 5.5 $0.00025 $0.00926
Sonnet 5.5 $0.00012 $0.00463
Haiku 4.5 $0.00006 $0.00231

Measured 1mo ago against content hash 5d369ef84843, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

artist-self-evolve 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.

src/skills/artist-self-evolve/SKILL.md · 145 lines

How it starts

The opening of the file, as written. The whole thing — 145 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Artist Self-Evolve

Learn, from a completed project, the prompt patterns and art rules that reliably produced its assets. The lessons are stored in two places:

  • skeletons/<slug>/art-pack.md — the sub-genre's empirical raw-asset inventory (prompt + layout + Hints per raw image). Direct write, full responsibility.
  • spec/contracts/<x>.md #### Artist chapters — per-pattern asset workflows. You fill the chapter when lead drafts a new or revised contract.

Input

The lead's dispatch message provides:

  • game-slug — the project's sub-genre slug. All per-project outputs land under skeletons/<game-slug>/.

If game-slug is missing from the dispatch message, reply to the lead asking for it. Do not guess from .vibegame/GDD.md or project.json — the slug is the lead's decision, not yours.

Workflow

Phase 0: Find actually-used assets

Scan, in this order:

  • assets/manifest.json — every registered asset.
  • .vibegame/assets.md — asset notes and status.
  • .vibegame/GDD.md — what the design called for.
  • The game's runtime code — which manifest keys actually load at runtime.

The output of this phase is the empirical final-asset list — the manifest keys actually loaded at runtime, minus anything unused / replaced / stale. This list is internal to your run; you do not write it to a file. Use it as Phase 1's input.

Phase 1: Trace each final asset back to its raw image; recover prompts; write art-pack.md

A final asset rarely equals one raw vibegame art gen image output. The same raw image can produce multiple final assets — e.g. one decomposed sheet is cut into icon + slot + bar, three final manifest keys. Conversely, every raw image was produced by exactly one prompt invocation (one imagegen.jsonl row).

So the art-pack is keyed by raw image, not by final asset. Each ### <asset> heading represents one vibegame art gen image call — one prompt, one layout, one imagegen.jsonl row. The post-processing that turns a raw into one-or-many final assets is out of scope for art-pack; it belongs in the contract's #### Artist chapter (Phase 2).

Read the full file on GitHub · 145 lines

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. 1mo ago First seen · 145 lines · 62 tokens per session scan A 5d369ef84843

Subscribe to this mod's changes

artist-self-evolve is a skill published in the GitHub repository tettethu/VibeGame (283 stars, last pushed 14d ago), licensed Apache-2.0. It adds 62 tokens to every session and 2,315 once invoked, about $0.0002 per session on Opus 5.5. 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.

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