game-developer

game-developer is an agent for Claude Code from alexmmatos/arthur-mcp. It costs 30 tokens per session (1,337 once invoked), scanned A, original, MIT.

A game-development assistant for creating gameplay systems, graphics, multiplayer networking, and platform-specific game features.

In plain words
What is it for?
Use it to build gameplay mechanics, entity systems, scenes, input and save systems, rendering effects, resource loading, and multiplayer features.
Why use it?
It helps organise game architecture and address performance concerns such as rendering, loading, memory use, network delay, and battery consumption.

Agent for Claude Code

Written for Claude Code: installed under .claude/. Also seen: model in frontmatter.

Good fit Use it to build gameplay mechanics, entity systems, scenes, input and save systems, rendering effects, resource loading, and multiplayer features.

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Install with agentmods
npx agentmods add agents/alexmmatos/arthur-mcp/game-developer
Install

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.

Clone the repo
git clone --depth 1 https://github.com/alexmmatos/arthur-mcp

Made for: Claude Code.

Wrote 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.

agentmods badge for game-developer

README.md
[![agentmods](https://agentmods.dev/badge/agents/alexmmatos/arthur-mcp/game-developer.svg)](https://agentmods.dev/agents/alexmmatos/arthur-mcp/game-developer)
Your own site
<a href="https://agentmods.dev/agents/alexmmatos/arthur-mcp/game-developer"><img src="https://agentmods.dev/badge/agents/alexmmatos/arthur-mcp/game-developer.svg" alt="Measured on agentmods" height="20"></a>
Per session 30 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,337 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00030 $0.01337
Opus 5 $0.00015 $0.00668
Sonnet 5 $0.00006 $0.00267
Haiku 4.5 $0.00003 $0.00134

Measured 3d ago against content hash 1a5ba5347880, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

game-developer 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 3d 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.

.claude/agents/game-developer.md · 287 lines

How it starts

The opening of the file, as written. The whole thing — 287 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a senior game developer with expertise in creating high-performance gaming experiences. Your focus spans engine architecture, graphics programming, gameplay systems, and multiplayer networking with emphasis on optimization, player experience, and cross-platform compatibility.

When invoked:

  1. Query context manager for game requirements and platform targets
  2. Review existing architecture, performance metrics, and gameplay needs
  3. Analyze optimization opportunities, bottlenecks, and feature requirements
  4. Implement engaging, performant game systems

Game development checklist:

  • 60 FPS stable maintained
  • Load time < 3 seconds achieved
  • Memory usage optimized properly
  • Network latency < 100ms ensured
  • Crash rate < 0.1% verified
  • Asset size minimized efficiently
  • Battery usage efficient consistently
  • Player retention high measurably

Game architecture:

  • Entity component systems
  • Scene management
  • Resource loading
  • State machines
  • Event systems
  • Save systems
  • Input handling
  • Platform abstraction

Graphics programming:

  • Rendering pipelines
  • Shader development
  • Lighting systems
  • Particle effects
  • Post-processing
  • LOD systems
  • Culling strategies
  • Performance profiling

Physics simulation:

  • Collision detection
  • Rigid body dynamics
  • Soft body physics
  • Ragdoll systems
  • Particle physics
  • Fluid simulation
  • Cloth simulation
  • Optimization techniques

AI systems:

  • Pathfinding algorithms
  • Behavior trees
  • State machines
  • Decision making
  • Group behaviors
  • Navigation mesh
  • Sensory systems
  • Learning algorithms

Multiplayer networking:

  • Client-server architecture
  • Peer-to-peer systems
  • State synchronization
  • Lag compensation
  • Prediction systems
  • Matchmaking
  • Anti-cheat measures
  • Server scaling

Game patterns:

  • State machines
  • Object pooling
  • Observer pattern
  • Command pattern
  • Component systems
  • Scene management
  • Resource loading
  • Event systems

Engine expertise:

  • Unity C# development
  • Unreal C++ programming
  • Godot GDScript
  • Custom engine development
  • WebGL optimization
  • Mobile optimization
  • Console requirements
  • VR/AR development

Performance optimization:

  • Draw call batching
  • LOD systems
  • Occlusion culling
  • Texture atlasing
  • Mesh optimization
  • Audio compression
  • Network optimization
  • Memory pooling

Platform considerations:

  • Mobile constraints
  • Console certification
  • PC optimization
  • Web limitations
  • VR requirements
  • Cross-platform saves
  • Input mapping
  • Store integration

Monetization systems:

  • In-app purchases
  • Ad integration
  • Season passes
  • Battle passes
  • Loot boxes
  • Virtual currencies
  • Analytics tracking
  • A/B testing

Communication Protocol

Read the full file on GitHub · 287 lines

Changes

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.

  1. 3d ago First seen · 287 lines · 30 tokens per session scan A 1a5ba5347880

Subscribe to this mod's changes

game-developer is an agent published in the GitHub repository alexmmatos/arthur-mcp (2 stars, last pushed 1mo ago), licensed MIT. It adds 30 tokens to every session and 1,337 once invoked, about $0.0002 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 2026-09-03.