A game's look as a set of decisions that fit together — render style, palette, shape language, proportions, materials, light, camera, fonts and effects; then the cast, its library family, scale and…

Apache-2.0Auto-check passedGame Development

Install Style

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

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

GitHub CLI
$ gh skill install hashgraph-online/awesome-codex-plugins style --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/style .claude/skills/style && 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
style
GitHub stars
1.2k
Token cost
~1.8k tokens
SKILL.md length
905 words
Files
2
Skills in repo
686
Repo updated
First seen
Licence
Apache-2.0

At a glance

A game's look as a set of decisions that fit together — render style, palette, shape language, proportions, materials, light, camera, fonts and effects; then the cast, its library family, scale and…

  • Someone talks about a games look
  • SKILL.md covers The automatic path (the…, The hands-on path, The characters: the cast card and Changing a locked decision:…, plus 2 more sections
  • Calls npx
  • Make it look like…

What it does

Style is an agent skill from hashgraph-online/awesome-codex-plugins. A game's look as a set of decisions that fit together — render style, palette, shape language, proportions, materials, light, camera, fonts and effects; then the cast, its library family, scale and phone budgets — each picked automatically from the person's words with a one-line why, which the person can steer ("warmer", "closer"), lock, or explore on a style board of three directions drawn by the game engine itself (free; a painted mood image only on their own fal account). Locked and pinned decisions keep every…

Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files (for example `agents/openai.yaml`). Compatibility notes: Node 22 and Chrome. The style board is free; a painted mood image uses the creator's own fal account (FALKEY), through the models skill.

It sits in Game Development, covering Game development. 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 talks about a games look
  • Make it look like…
  • Show me other looks
  • Keep that palette

Example prompts

  • “s words with a one-line why, which the person can steer (”
  • “closer”
  • “s look or style,”
  • “/style”

Requirements

  • Node.js
  • A credential in FAL_KEY
  • Compatibility (from SKILL.md): Node 22 and Chrome. The style board is free; a painted mood image uses the creator's own fal account (FAL_KEY), through the models skill.

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

    Shell commands in SKILL.md call:

    • npx

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

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

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

  • Credentials

    Names no API keys, tokens, secrets or passwords.

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

  • Compatibility

    Node 22 and Chrome. The style board is free; a painted mood image uses the creator's own fal account (FAL_KEY), through the models skill.

    From compatibility in the SKILL.md frontmatter.

Context cost

Style loads about 1.8k tokens when it runs. Until then it costs about 220 tokens; SKILL.md has 905 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~220
When it runs · the whole SKILL.md, loaded when a task matches
~1.8k

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); files beside SKILL.md 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). 905 words, ~1,844 tokens.

Download SKILL.mdSave it as .claude/skills/style/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
style
description
A game's look as a set of decisions that fit together — render style, palette, shape language, proportions, materials, light, camera, fonts and effects; then the cast, its library family, scale and phone budgets — each picked automatically from the person's words with a one-line why, which the person can steer ("warmer", "closer"), lock, or explore on a style board of three directions drawn by the game engine itself (free; a painted mood image only on their own fal account). Locked and pinned decisions keep every asset coherent: change one and the blast radius lists exactly what went stale and what remaking it would cost, and nothing is remade without a yes. Use when someone talks about a game's look or style, "make it look like…", "show me other looks", "keep that palette", "darker", "the art doesn't fit together", or before making any models or art for a game.
compatibility
Node 22 and Chrome. The style board is free; a painted mood image uses the creator's own fal account (FAL_KEY), through the models skill.
metadata.providers
fal

The look of a game: decisions, the board, locks

A game's art direction lives in games/<id>/codex/decisions.json (private, like the codex) and is drawn in the Game Codex's Art direction tab: every decision with its value, its why, and its state. It is the style bible. Everything made for the game (models, textures, covers, title cards) is made under it and records the revision it was made under, so the game stays one game.

StateMeaningWho changes it
autoyour pick, with its whyyou, freely
steeredthe person nudged it ("warmer")you may refine within the nudge, never undo it
pinnedthe first asset built on it pinned it (locked by use)you only while nothing paid or published depends on it; else ask
lockedthe person froze itonly the person: unlock needs their reason, after they saw the blast radius

A lock protects taste, not money: no signed approval, but you never change a locked value on your own, and you record their words when you lock for them.

The automatic path (the default: no questions)

sh
npx --no-install homie-studio style init <id> --prompt "<the person's own words about the game>"

It fills about thirty decisions from their words, the codex and the genre, writes style.json (the palette, fonts, light and camera the game draws with) and redraws the codex. Say ONE line: "Look: flat low-poly, autumn grove palette, golden hour, high three-quarter camera; open the codex to change anything." Then build with free routes only (the engine and the starter library: the models skill) unless the plan set an art budget. The first asset you add pins the decisions it was made under.

The hands-on path

When the person wants to steer the look closely (the plan asks once), show the style board:

sh
npx --no-install homie-studio style board <id>

(In an app with Homie's cards: style_explore; the card has Pick, Mix, Steer and Lock.) Three coherent directions, each drawn by the game's own engine: its palette on a ground and a sky, its light and fog, its camera, its material model (flat, toon with ink outlines, painted, PBR, pixel), a character stand-in at the decided proportions, and the starter library family's own pieces re-tinted into the palette, with the title in its display font. Free, about 20 seconds, saved under games/<id>/codex/board/. Look at all three yourself before you show them (file_read), and say in one line each what is different.

  • Pick: style pick <id> b. Mix: style pick <id> --mix style.palette=b,style.camera=c.
  • Steer: style steer <id> style.palette "warmer" (warmer, cooler, less saturated, darker, lighter, a hex colour with its job; light: golden hour, night, harder shadows; camera: closer, further, higher, top-down; shape: chunkier, sharper; materials: add outlines). Words it does not know are recorded; refine the value with style set within them.
  • Lock when the person says so: style lock <id> style.palette --words "<what they said>", or the whole style: style lock <id> style --words "…".
  • A painted mood image per direction is optional and PAID (about US$0.035 each, the person's own fal account, models.mjs mood): a picture the engine cannot draw is a target, never a promise, and the card says so. Offer it only when the engine's swatches leave the person unsure.
  • Golden images: once the style is locked, two to six approved pictures (a chosen mood image, a concept they loved, their own art) become the references of every generated concept: style golden <id> add <image>.
Show full SKILL.md (355 more words)Show less

The characters: the cast card

cast_plan (or npx --no-install homie-studio cast <id>) shows the decisions that shape characters together: proportions (heads tall, metres), the shape language and its silhouette rule (every character readable black on white at 64 px: the lineup checks it), the palette, the library family, the skeleton family (rig.skeleton) and where rigs come from; then every character made or planned, with its source, skeleton, bones, triangles and clips. A library character comes in free (asset_add); a generated one through the models skill's character (paid, priced first); their clips and feel are the animate skill's. A starter game's own style.json is what style init starts from: it never repaints a working game behind its back.

Changing a locked decision: the blast radius first

When the person wants a locked or pinned decision changed, never just change it:

sh
npx --no-install homie-studio style blast <id> style.palette            # what goes stale, and the cost
npx --no-install homie-studio style set <id> style.palette <value> --unlock --reason "<their words>"          # shows it again, changes nothing
npx --no-install homie-studio style set <id> style.palette <value> --unlock --reason "<their words>" --confirm  # after their yes

Tell them the list in plain words: which assets go stale, which are fixed for free (a palette re-tint of flat-coloured models, another library match, a procedural one regenerated) and what remaking the generated ones would cost. Nothing is remade by itself: remaking is a new, priced job they approve (the models skill).

One look end to end

  • The game draws with games/<id>/style.json (palette, fonts, light, camera): read it rather than hard-coding colours, so a change of the palette reaches the HUD and the world.
  • The codex wears a steered or locked palette and fonts; the landing and the trailer's title cards use them too (a game with no landing.theme takes its accent and glow from style.json).
  • style prompt <id> is the derived style prompt (about 80 words: medium, shape, palette hexes, light, framing) every generated picture starts from. It is computed, never edited by hand.

Never

  • Never change a locked decision without the person's yes after the blast radius; never remake anything by yourself; never lock on your own.
  • Never present a painted mood image as what the game looks like.
  • Never name a living artist in a style ("in the style of …"): describe the look in words.
  • Never "upgrade" a game whose procedural look is its strength to generated meshes without the owner's ask.

© 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 1 other file in plugins/homie-rocks/homie/skills/style of hashgraph-online/awesome-codex-plugins.

  • SKILL.md
  • agents/openai.yaml

Open the folder on GitHubat commit 78497e5

Compare with similar skills

Style 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.

Style compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Style this skillhashgraph-online/awesome-codex-plugins1.2k—~1.8kAutomated safety check: PassApache-2.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.6k—~4.5kAutomated safety check: PassApache-2.0
2D Map and Scene Generator0x0funky/agent-sprite-forge4.3k—~2.9kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Package AddIvanMurzak/Unity-MCP4.4k1 repos~665Automated safety check: PassApache-2.0

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Questions about Style

What does Style do?

A game's look as a set of decisions that fit together — render style, palette, shape language, proportions, materials, light, camera, fonts and effects; then the cast, its library family, scale and…. Style is an agent skill from hashgraph-online/awesome-codex-plugins. A game's look as a set of decisions that fit together — render style, palette, shape language, proportions, materials, light, camera, fonts and effects; then the cast, its library family, scale and phone budgets — each picked automatically from the person's words with a one-line why, which the person can steer ("warmer", "closer"), lock, or explore on a style board of three directions drawn by the game engine itself (free; a painted mood image only on their own fal account).

When should I use Style?

Style fits situations like: someone talks about a games look; make it look like…; show me other looks; keep that palette.

How do I install Style in Claude Code?

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

How do I install Style in Codex?

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

Can I use Style 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 style -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/style, .gemini/skills/style, .github/skills/style and .opencode/skills/style in your project.

What does Style need to run?

Going by SKILL.md and its folder, Style needs the command-line tools its instructions call (npx). Our summary lists: Node.js; A credential in FAL_KEY. Compatibility (from SKILL.md): Node 22 and Chrome. The style board is free; a painted mood image uses the creator's own fal account (FAL_KEY), through the models skill..

Does Style access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Style 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. Review the folder before installing.

What licence does Style use?

Style 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 Style use?

About 1.8k tokens (SKILL.md is roughly 7.4k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Style?

Skills that share tags, products or a category with Style: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.3k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Style?

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.