Make a studio's game look like something at build time — a cover from a real frame of the game (free), painted covers, backdrops, textures and character plates from image models through the…

Apache-2.0Auto-check passedMedia & Creative

Install Art

skills CLI
$ npx skills add hashgraph-online/awesome-codex-plugins --skill art -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install hashgraph-online/awesome-codex-plugins art --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/art .claude/skills/art && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
art
GitHub stars
1.2k
Token cost
~2.4k tokens
SKILL.md length
1,228 words
Files
4 (incl. scripts, references)
Skills in repo
686
Repo updated
First seen
Licence
Apache-2.0

At a glance

Make a studio's game look like something at build time — a cover from a real frame of the game (free), painted covers, backdrops, textures and character plates from image models through the…

  • Works in 4 steps: The cover, first, always → Paid images: price, budget, one call at… → Backdrops, textures, plates → …
  • Someone asks for cover art
  • SKILL.md covers 1. The cover, first, always, 2. Paid images: price, budget,…, 3. Backdrops, textures, plates and 4. Art direction: paintovers,…, plus 2 more sections
  • Runs JavaScript scripts from its folder; calls node, npm and npx; needs FAL_KEY

What it does

Art is an agent skill from hashgraph-online/awesome-codex-plugins. Make a studio's game look like something at build time — a cover from a real frame of the game (free), painted covers, backdrops, textures and character plates from image models through the creator's OWN fal account under a hard budget with a receipt for every call, checked (does the texture tile, is the file small enough for a phone, does the cover promise only what the game contains) and loaded by the game — plus the art-direction method (a style sheet and paintovers of real frames as the target the game's own…

Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 6 other files, including scripts and reference files (for example `agents/openai.yaml` and `references/RIGHTS.md`). Compatibility notes: Node 22, ffmpeg and Chrome. Generated images use the creator's own fal account (FALKEY); fal's own MCP server (https://mcp.fal.ai/mcp-relay) finds models and…

It sits in Media & Creative. The repository describes itself as: A curated list of awesome OpenAI Codex / ChatGPT plugins, skills, and resources. The 1 Codex Marketplace. See live plugins at: https://hol.org/plugins/best-codex-plugins. The licence is Apache-2.0.

When your agent uses it

  • Someone asks for cover art
  • Says the game looks rough

Example prompts

  • “/art”

Requirements

  • Node.js
  • A credential in FAL_KEY
  • Compatibility (from SKILL.md): Node 22, ffmpeg and Chrome. Generated images use the creator's own fal account (FAL_KEY); fal's own MCP server (https://mcp.fal.ai/mcp-relay) finds models and reads prices.

Workflow steps

4 steps, taken from the step headings in SKILL.md.

  1. The cover, first, always
  2. Paid images: price, budget, one call at a time
  3. Backdrops, textures, plates
  4. Art direction: paintovers, then change the game

What it can do on your machine

Read from SKILL.md and the folder at commit 78497e5. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/ (JavaScript), which the agent can run.

    Shell commands in SKILL.md call:

    • node
    • npm
    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • mcp.fal.ai
    • fal.ai

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names these keys or tokens, usually read from environment variables:

    • FAL_KEY

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

  • Compatibility

    Node 22, ffmpeg and Chrome. Generated images use the creator's own fal account (FAL_KEY); fal's own MCP server (https://mcp.fal.ai/mcp-relay) finds models and reads prices.

    From compatibility in the SKILL.md frontmatter.

Context cost

Art loads about 2.4k tokens when it runs, and up to ~2.8k if it reads all its reference files. Until then it costs about 177 tokens; SKILL.md has 1,228 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~177
When it runs · the whole SKILL.md, loaded when a task matches
~2.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.8k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from hashgraph-online/awesome-codex-plugins at commit 78497e5, republished under its Apache-2.0 licence (© hashgraph-online). 1,228 words, ~2,400 tokens.

Download SKILL.mdSave it as .claude/skills/art/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
art
description
Make a studio's game look like something at build time — a cover from a real frame of the game (free), painted covers, backdrops, textures and character plates from image models through the creator's OWN fal account under a hard budget with a receipt for every call, checked (does the texture tile, is the file small enough for a phone, does the cover promise only what the game contains) and loaded by the game — plus the art-direction method (a style sheet and paintovers of real frames as the target the game's own rendering is changed to reach). Use when someone asks for cover art, key art, a thumbnail, a hero image, backgrounds, textures, sprites, or says the game looks rough, flat or unfinished.
compatibility
Node 22, ffmpeg and Chrome. Generated images use the creator's own fal account (FAL_KEY); fal's own MCP server (https://mcp.fal.ai/mcp-relay) finds models and reads prices.
metadata.providers
fal

Art for a studio's game

Build time, never a frame of play. Everything here happens once, before anybody plays, and costs nothing at runtime: never call an image model from a game's loop or from anything a person waits on. If you want one there, you want a baked asset instead.

One script: scripts/art.mjs in this skill's folder (Claude Code: node "${CLAUDE_PLUGIN_ROOT}/skills/art/scripts/art.mjs" <command>), from inside the studio. Node 22, ffmpeg and Chrome; --json on every command. Art jobs live in art/<slug>/ (the images, the budget.json, the .request and .json receipts beside each generated file); every paid call is also a line in art/receipts.jsonl.

sh
node <art.mjs> check      # ffmpeg, Chrome, the studio; the fal key checked for free (only generated images need it)

1. The cover, first, always

The cover is what a stranger sees before pressing anything: the studio's game page, the directory card, a link preview. Start from the game itself:

sh
npm run dev                                                       # background task
node <art.mjs> frame <game> --url http://127.0.0.1:8787           # frames of the big screen playing, the busiest picked
node <art.mjs> cover <game> --from art/frames/frame-04.png [--focus 0.6,0.4]

frame films the game's big screen (bots playing in a live room) with the platform's own furniture hidden (the join QR, the status chip, result cards) and keeps the frame with the most visible detail. cover crops it to 16:9 around the focus, writes cover.jpg (1600x900, under 400 KB) into the game and names it in game.json ("cover": "cover.jpg"): the site and the directory use it until the game's landing has a still of its own (hero/wide.jpg), which then is its picture everywhere.

Open the cover and look. A cover is a picture of the GAME: no QR code, no share panel, no debug text, not the waiting screen (a picture of nothing happening). Dark or featureless frames get a warning: a black card on a page reads as a black box.

A painted cover from that frame, when the person wants one (paid, below): write the prompt from the game you just played, never from its title. Describe what is on screen: the palette, the time of day, what the player is doing, the shapes. A cover that promises something the game does not contain is the one failure here that matters: a person presses Play expecting that picture and meets something else. Use the real frame as the image reference ("@file:art/frames/frame-04.png" in the input) so the painting keeps the game's layout.

2. Paid images: price, budget, one call at a time

Generated images come from fal through the person's own account: they create a key at https://fal.ai/dashboard/keys and set FAL_KEY in the environment your AI runs in (never pasted into the chat, never written into the studio). fal's own MCP server is how you find a model and read its input schema and price (search_models, recommend_model, get_model_schema, get_pricing): use it rather than memory, because endpoints retire and reprice. Not connected? Offer it, and the person signs in on fal's own page (no key): in Claude Code claude mcp add --transport http --scope user fal https://mcp.fal.ai/mcp-relay, then /mcp; in Codex codex mcp add fal --url https://mcp.fal.ai/mcp-relay, then codex mcp login fal. Paid calls go through art.mjs gen, never the MCP's run_model or submit_job: gen prices, caps, receipts and resumes; the MCP's run does none of that (the Homie mod in Claude Code, and Homie's hooks in Codex, hold one as a call whose cost cannot be read first).

sh
node <art.mjs> price --model fal-ai/flux/dev --input art/cover/input.json    # free: fal's unit price x this input
node <art.mjs> budget cover --cap <dollars the person agreed to>
node <art.mjs> gen cover --model fal-ai/flux/dev --input art/cover/input.json --out cover-painted.jpg --dry-run
node <art.mjs> gen cover --model fal-ai/flux/dev --input art/cover/input.json --out cover-painted.jpg --yes
  • Tell the person the price and ask for a cap before the first call. gen refuses with no budget, refuses past the cap, and asks again without --yes.
  • The receipt is written the moment fal accepts the job. Running the same gen again resumes it from <out>.request: it never pays twice. A cut-off call is resumed, not re-sent.
  • Never run paid generation in a loop to "try until it is good". Look at what came back, change the prompt, run it once more. Spend the riskiest image first.
  • No real people, no real brands, no copyrighted characters, no "in the style of" a living artist, in prompts or references.
  • Every prompt starts from the game's derived style prompt (homie-studio style prompt <id>: medium, shape, palette hexes, light, framing; computed from the decisions, never edited by hand) and uses the golden images as references on a multi-reference model. A picture made under an older palette is listed stale when the palette changes (the style skill's blast radius).
  • What the provider's terms say about the pictures, with read dates: references/RIGHTS.md. Read the live page again before anything commercial is published.
  • 3D models (props, characters) are the models skill's; mood images for the style board are too (models.mjs mood).
Show full SKILL.md (500 more words)Show less

3. Backdrops, textures, plates

A procedural gradient sky is the tell that a game was generated; a painted one costs one image at build time and loads like any other asset. Good candidates: a skybox or far matte, a ground or wall texture, a character plate, a title card. Bad: anything the game generates procedurally for a reason.

sh
node <art.mjs> tile art/floor/floor.png                                      # does it tile? seam numbers and a 2x2 preview
node <art.mjs> fit art/floor/floor.png --out games/<id>/public/art/floor.jpg --width 1024 --max-kb 250
node <art.mjs> sheet art/floor                                               # everything in a job, labelled, to look at
  • Models are bad at tiling. Ask for a texture, then check it: a seam over 2 shows as a grid of lines in the game. Mirror-blend the edges or make it tile yourself before it ships.
  • Size is a feature. A phone downloads every byte before the first round. Fit backdrops to the size they are drawn at, JPEG (or WebP where ffmpeg has it) for pictures, PNG only for hard-edged sprites with transparency. Then play it again: the playtest skill's first row times the load; an asset that doubled the load time made the game worse.
  • Put art where the game's own build puts assets (games/<id>/public/ for a bundled game, the game's folder for a static one) and load it with a relative path.

4. Art direction: paintovers, then change the game

Images do not fix a game that looks unfinished; the best-loved browser games often ship no texture files at all. What makes a frame look finished is light, contrast between the subject and the ground, detail at more than one scale, and a clear horizon or depth. The method:

  1. The style bible is the game's decisions (the style skill): render style, palette with its jobs, light, shape language, camera, fonts, drawn in the codex's Art direction tab. An older studio's art/STYLE.md retires into it: carry what it says into style set / style steer, then keep only the decisions. Paint with the LOCKED palette and light.
  2. Paintovers: real frames of the game (frame), painted over by an image model with the derived style prompt (npx --no-install homie-studio style prompt <id>) and the frame as the reference, plus the golden images (style golden) where there are any. These are the TARGET, never shipped as the game.
  3. Change the game's own rendering (lights, materials, fog, the floor, the camera) until frames of the running game match the paintover; compare them side by side.
  4. Judge blind: frames of the old build, the new one and a reference game the person admires, shuffled under random labels, scored by a fresh reviewer before the labels are revealed (the playtest skill's review). A reference is a bar, not a template.

Tell the person

What was made and where it is used, the file sizes, what it cost (from the receipts) against the cap, what is a real frame and what is generated, and the pictures themselves.

Never

  • Never ship generated art as a screenshot of gameplay, or a cover that shows what the game does not have.
  • Never spend without a budget, past it, or without a receipt; never print or store a key.
  • Never replace art a person made without asking.

© hashgraph-online, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 3 other files (scripts, references) in plugins/homie-rocks/homie/skills/art of hashgraph-online/awesome-codex-plugins.

  • SKILL.md
  • agents/openai.yaml
  • references/RIGHTS.md
  • scripts/art.mjs

Open the folder on GitHubat commit 78497e5

Compare with similar skills

Art next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Art compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Art this skillhashgraph-online/awesome-codex-plugins1.2k—~2.4kAutomated safety check: PassApache-2.0
Guizang Social Cardsop7418/guizang-social-card-skill7.4k1 repos~7.8kAutomated safety check: PassAGPL-3.0
Weekly Changelog Videoheygen-com/hyperframes59k—~3.3kAutomated safety check: PassApache-2.0
Anthropic Brand Stylinganthropics/skills180k30 repos~559Automated safety check: PassApache-2.0
Native Subtitle Quote Imagechengyi-ai/native-subtitle-quote-image2.2k2 repos~1.8kAutomated safety check: PassMIT
MoneyPrinterTurbo Video Generatorharry0703/MoneyPrinterTurbo129k—~2.1kAutomated safety check: WarnMIT

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Questions about Art

What does Art do?

Make a studio's game look like something at build time — a cover from a real frame of the game (free), painted covers, backdrops, textures and character plates from image models through the…. Art is an agent skill from hashgraph-online/awesome-codex-plugins.

When should I use Art?

Art fits situations like: someone asks for cover art; says the game looks rough.

How do I install Art in Claude Code?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill art -a claude-code`. Or copy the skill folder (plugins/homie-rocks/homie/skills/art in hashgraph-online/awesome-codex-plugins) into .claude/skills/art in your project. Claude Code loads it when a task matches its description.

How do I install Art in Codex?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill art -a codex`. Or copy the skill folder (plugins/homie-rocks/homie/skills/art in hashgraph-online/awesome-codex-plugins) into .agents/skills/art in your project. Codex loads it when a task matches its description.

Can I use Art in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add hashgraph-online/awesome-codex-plugins --skill art -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/art, .gemini/skills/art, .github/skills/art and .opencode/skills/art in your project.

What does Art need to run?

Going by SKILL.md and its folder, Art needs JavaScript for the scripts in its folder, the command-line tools its instructions call (node, npm and npx) and credentials named FAL_KEY. Our summary lists: Node.js; A credential in FAL_KEY. Compatibility (from SKILL.md): Node 22, ffmpeg and Chrome. Generated images use the creator's own fal account (FAL_KEY); fal's own MCP server (https://mcp.fal.ai/mcp-relay) finds models and reads prices..

Does Art access the network?

SKILL.md names 2 domains. As links in the text: mcp.fal.ai and fal.ai. This is read from the text; nothing was executed.

Is Art safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Art use?

Art is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Art use?

About 2.4k tokens (SKILL.md is roughly 9.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 374 tokens, read only when the agent opens those files.

What are the alternatives to Art?

Skills that share tags, products or a category with Art: Guizang Social Cards (op7418/guizang-social-card-skill, 7.4k stars), Weekly Changelog Video (heygen-com/hyperframes, 59k stars), Anthropic Brand Styling (anthropics/skills, 180k stars) and Native Subtitle Quote Image (chengyi-ai/native-subtitle-quote-image, 2.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Art?

hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,242 GitHub stars. The repository holds 686 skills in this directory. The repository was last updated on October 8, 2026.

Source: hashgraph-online/awesome-codex-plugins on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.