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 theisegoria/game-development-studio --skill game-asset-productiongit clone --depth 1 https://github.com/theisegoria/game-development-studioWrote 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/theisegoria/game-development-studio/game-asset-production)<a href="https://agentmods.dev/skills/theisegoria/game-development-studio/game-asset-production"><img src="https://agentmods.dev/badge/skills/theisegoria/game-development-studio/game-asset-production/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/theisegoria/game-development-studio/game-asset-production"><img src="https://agentmods.dev/badge/skills/theisegoria/game-development-studio/game-asset-production.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 | $0.00067 | $0.00837 |
| Opus 5.5 | $0.00027 | $0.00335 |
| Sonnet 5.5 | $0.00013 | $0.00167 |
| Haiku 4.5 | $0.00007 | $0.00084 |
Grade A, and why
game-asset-production 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 21d 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 — 40 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Asset Production
Drive the local game-dev CLI and finish with a verified canonical package whenever the result is meant for reuse or vendoring.
Read references/commands.md for command shapes and lifecycle handoffs, including CLI 1.3.0+ standalone CPU compression, convex collision parts, recipes and families.
When installed capabilities expose guided production templates, use their typed
forms or high-level workflow commands as the default. Read the planned inputs,
outputs and next-step evidence before each authorized invocation. Raw JSON is
an advanced fallback; a saved workflow never grants authority to run later steps.
Workflow
- Run capability discovery and the relevant doctor checks. Inspect existing source bytes before requesting paid generation.
- Define the asset specification, intended engine use, dimensions, topology and texture budgets, license, and stable name. Preserve the exact prompt and negative prompt.
- For a paid provider, prepare a JSON request first. The user must already control the provider account and have configured its credential outside the conversation; never request, accept, reveal, or configure that credential. Do not submit until the user authorizes that invocation and sets a spend ceiling. Keep credentials out of arguments, files, logs, screenshots, and receipts.
- Follow the durable job to a terminal state. Record the provider job identity and receipt; local cancellation does not prove provider-side cancellation.
- Download to a new destination, inspect the bytes, and validate against the explicit game policy. Never trust an extension, provider status, or Blender receipt without checking the produced file.
- Normalize through Blender only when inspection identifies a repair or export need. Never modify the source in place. Because normalization and preview generation write files, leave their exact source and destination command unexecuted until the user authorizes that invocation. Re-inspect and re-validate the output.
- Build a canonical package with provenance, license, hashes, validation results, and optional preview. Package construction is also a write and requires exact invocation authorization even though the CLI command has no
--confirmoption. Verify the package before reporting it ready.
What ships with it
4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 21d ago Changed · +5 lines 62c4db73ba01
- 24d ago Changed · +4 lines cb3af43d0026
- 1mo ago First seen · 31 lines · 67 tokens per session scan A f7e57cdbaf02
game-asset-production is a skill published in the GitHub repository theisegoria/game-development-studio (11 stars, last pushed 3d ago), licensed MIT. It adds 67 tokens to every session and 837 once invoked, about $0.0003 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 2026-08-31.
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