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-vendoringgit 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-vendoring)<a href="https://agentmods.dev/skills/theisegoria/game-development-studio/game-asset-vendoring"><img src="https://agentmods.dev/badge/skills/theisegoria/game-development-studio/game-asset-vendoring/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-vendoring"><img src="https://agentmods.dev/badge/skills/theisegoria/game-development-studio/game-asset-vendoring.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 | $0.00374 |
| Opus 5 | $0.00027 | $0.00187 |
| Sonnet 5 | $0.00011 | $0.00075 |
| Haiku 4.5 | $0.00005 | $0.00037 |
Grade A, and why
game-asset-vendoring 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 10d 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.
What it actually says
Game Asset Vendoring
Treat the canonical package as the supply-chain boundary. Use game-dev locally; do not copy loose provider downloads directly into a game project.
Read references/commands.md for the supported catalog, migration, launch, and admission commands.
Workflow
- Locate the package through the catalog or an explicit path. Verify its closed hash roster and receipt before assessing suitability.
- Review the recorded license, provenance, category, version, source digest, validation policy, and validation result. Unknown licenses and failed validation remain blockers unless the user explicitly accepts the named exception.
- Dry-run
vendor admitagainst the exact project and destination. Show the resulting path, blockers, and exception flags without writing. - Obtain explicit confirmation for that admission. Do not broaden it into permission to install an adapter, edit engine metadata, import through a GUI, or run the game.
- After admission, verify the copied package and retain the project lock receipt. Report that vendoring proves copied-byte integrity, not engine import, GPU rendering, runtime behavior, or artistic approval.
Use migration only for a legacy Game Development Studio output workspace. Preview launch is also plan-first; executing Finder, Quick Look, or Blender is a separate external action.
Safety boundaries
Never overwrite a different package, follow a destination symlink outside the project, suppress a license blocker silently, or claim an engine-native asset layout without project-specific integration evidence. Adapter templates are outside this skill unless the user separately requests game-harness setup.
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.
- 10d ago First seen · 25 lines · 54 tokens per session scan A eabd1d349e56
game-asset-vendoring is a skill published in the GitHub repository theisegoria/game-development-studio (10 stars, last pushed 2d ago), licensed MIT. It adds 54 tokens to every session and 374 once invoked, about $0.0003 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 2026-08-31.
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