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 zenstory-ai/oh-story-dsh --skill game-art-directiongit clone --depth 1 https://github.com/zenstory-ai/oh-story-dshWrote 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/zenstory-ai/oh-story-dsh/game-art-direction)<a href="https://agentmods.dev/skills/zenstory-ai/oh-story-dsh/game-art-direction"><img src="https://agentmods.dev/badge/skills/zenstory-ai/oh-story-dsh/game-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/zenstory-ai/oh-story-dsh/game-art-direction"><img src="https://agentmods.dev/badge/skills/zenstory-ai/oh-story-dsh/game-art-direction.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 | $0.00168 | $0.00998 |
| Opus 5 | $0.00084 | $0.00499 |
| Sonnet 5 | $0.00034 | $0.00200 |
| Haiku 4.5 | $0.00017 | $0.00100 |
Grade A, and why
game-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 yesterday.
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.
This is a copy
100% identical to game-art-direction — 15 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
What it actually says
游戏美术与创意方向
定义玩家最终看见、听见和读懂的体验;资产怎样生产、使用什么渲染库、模型或供应商由构建阶段决定。
读取 art-direction-method.md。必须已有 GAME_DESIGN.md 与
PRODUCT_BRIEF.md;视觉服务玩法,不能用漂亮参考图重写游戏。
产物语言由 PRODUCT_BRIEF.md 锁定;未锁定时跟随对话语言,不默认产出中文。
继承目标平台、视口/朝向、画风、内容尺度、targetFinish 与 experienceProfile。视觉参考只借
声明的构图、材质、色光或信息原则,不复制他作角色、地图、界面和资产。原作文化与目标市场分别
研究,不用流行刻板符号替代原作身份。
设计
- 定义 3–5 个能否决错误方案的视觉原则和反向原则;时代题材分别锁定世界真实性、媒介风格与人物理想化程度;
- 为玩家、目标、威胁、奖励和地标建立镜头、焦点、轮廓、尺度与密度语法;
- 让颜色、光、材质和运动编码真实状态,并提供非颜色冗余、低动效表达与明度可读边界;
- 定义首屏焦点、HUD 信息层级、输入反馈、结果分级、失败与结果状态;
- 为环境、角色、交互物和关键道具定义共享世界语法与各自识别锚点;
- 定义目标语言的字体覆盖、阅读顺序、文本密度与文化符号边界;
- 为每个实际交互界面或模式描述一个招牌时刻,说明玩家动作、压力、焦点、前后节拍和界面;
- 定义声音世界、功能反馈层级和音乐边界;语音只在确有独特价值时选择,并始终保留字幕/静音路径。
narrative-led 或 hybrid 的叙事层还要说明人物距离、朝向、遮挡和姿态如何表现关系变化,以及对白区
怎样保证阅读、历史回看、跳过与加速。
表现层读取已经裁决的状态、事件与知识权限:同一个“获得物件、隐瞒证词、公开承诺”可以换文字、镜头 或动画,但不能由表现代码另算一次效果,也不能向玩家或角色提前泄露未获知事实。
不要写着色器、拓扑、贴图规格、接口、文件格式教程或供应商参数。
输出
生成 design/ART_DIRECTION.md,包含:
targetFinish与视觉原则;- 镜头/构图、世界/角色/道具语法、功能性色光材质;
- HUD、反馈、运动/转场、语言/文化与声音方向;
- 各界面/模式的招牌时刻;
- 必需与可降级资产,以及原创/授权边界和仍未确定的视觉风险。
只有 targetFinish、用户用途或高风险视觉问题确实需要时,才追加 design/VISUAL_TARGETS.md 与少量
持久目标图,条件见方法「视觉目标」。
交付前确认:玩家一眼能找到当前动作与压力;明度与夜景通过「默认明度裁决」的可读层;招牌时刻在 实际界面而非概念海报中成立;方向覆盖核心循环、失败和结果;构建无需重新发明风格或反馈,但仍保有 实现自由。
What ships with it
2 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.
- yesterday Changed · -21 lines cb205230e55d
- 12d ago First seen · 74 lines · 168 tokens per session scan A 1a798bab9818
game-art-direction is a skill published in the GitHub repository zenstory-ai/oh-story-dsh (338 stars, last pushed yesterday), licensed MIT. It adds 168 tokens to every session and 998 once invoked, about $0.0008 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to game-art-direction, differing in 15 lines, and is treated as a copy.
Other skills, from other repositories
dsh-web-pet-developer
Create a pet for the dsh-pet plugin and integrate it into the dsh web GUI — author a v2 pet.json manifest plus an 8-column x 9-row atlas per the Codex/hatch-pet contract (live2d pets, voice packs and status decorations included), drop it into the pet-center user directory or contribute it as a built-in asset under…
blender-motion-state-inspection
Use this skill when inspecting Blender characters, rigs, poses, animation retargeting, ground contact, facing direction, or model-vs-motion alignment where screenshots alone are not enough.
blender-export
Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF /…
reference-to-3d
Reconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model must match a template, wireframe, texture…
blender-uv-texturing
UV unwrap, atlas-map, project textures, use alpha decals, bake maps/lightmaps, and prepare texture-driven Blender assets for glTF/GLB export. Use whenever the user provides texture packs, texture atlases, decals, UV layouts, lightmaps, wants a texture to fit a mesh 1:1, or reports stretched/off textures. Pairs with…
texture-driven-mesh-fitting
Reshape source-locked mesh boundaries so the geometry fits texture-atlas or decal contours 1:1 before final UV/material work. Use when textures look off because the model behind them does not match the source texture region, or when the mesh must adapt to the texture instead of stretching the texture onto an…